Skyrider Trainee
A 3/3 that prints no flying of its own but promises it the moment an Aura lands: the keyword is contingent on an enchantment sticking around. That contingency is the whole design. Auras already carry a built-in two-for-one risk, since killing the creature answers both cards at once, and here the downside sharpens further: bounce or destroy the enchantment and the Trainee drops out of the sky mid-attack, suddenly blockable on the ground. The reward side is just as pointed. A cheap pump Aura turns a grounded beater into an evasive threat that also got bigger, exactly the curve a deck committed to enchanting its creatures wants to assemble. This is a body built to reward a specific deckbuilding stance rather than to stand on its own, an honest expression of the Aura-matters axis where evasion is a payoff you supply, not a stat the card prints. The 3/3 frame is deliberately plain so the enchantment is the deciding factor; nothing about the base creature competes for attention against the slot you are meant to fill. The static ability inverts the usual relationship between creature and Aura, too: most Auras are upgrades bolted onto an already-functional threat, while here the flying is the creature's reason to exist, and the Aura is the precondition that activates it.


