Storm, Windrider
The static ability inverts evasion at a stroke: flying, normally the aggressor's tool, becomes useless against you, since nothing airborne may attack you or wall your creatures. That alone reads as a clean defensive lock, but the second clause is where the design turns predatory. Any spell you cast that targets one or more creatures hands those creatures flying, which means a routine pump or a protective aura lifts your ground pounders into the air, and the first ability guarantees no opposing flier can rise to meet them. Grounded blockers without reach can no longer touch your team, and grounded fliers cannot join the fight either; the two lines interlock into a one-way sky. The trigger's wording rewards close reading, because it fires on any spell targeting creatures, not just yours. Point removal or a shrink spell at a defender and that creature gains flying too, which sounds like a gift until you remember it still cannot block your fliers or attack you. So the granted evasion cuts only in your favor no matter whose creature receives it. What sits under the defensive coat is an offensive engine that dictates air combat in both directions at once: a 4/4 flier that rewrites the rules of engagement overhead and strands opponents' evasion on the ground, where the only viable answer left is reach.

