Snow Devil
A flying-granting Aura is one of the oldest evasion tools in blue, and this one carries a rider that ties it to Ice Age's signature mechanic: the conditional first strike turns on only while the enchanted creature is blocking and you control a snow land. That clause inverts the usual instinct for a flying Aura. Granting flight is almost always an offensive move, a way to push a creature past a ground stall and connect, but the first-strike kicker rewards leaving the creature back to trade up against an attacker, eating an X/1 or surviving a swing it would otherwise lose. The snow-land requirement is the era's design discipline at work: Ice Age experimented with snow permanents as a deckbuilding tax, gating bonuses behind a manabase commitment rather than a mana cost. It is a small, awkward synergy, the kind of throw-in reward that asks for a build choice the average two-color blue deck never wanted to make. The result is an Aura pulling in two directions at once: an evasion enabler that also wants to play defense, with the better half of its text locked behind a condition most of its natural homes will not meet.

