The Wasp, Winsome Avenger
Two mana buys a protector and an aggressor stapled to the same fragile flyer, and flash is the switch that decides which one it becomes on any given turn. Held up on the opponent's turn, it plays as a hexproof-granting instant with a body attached: shield a Hero from a targeted removal spell in response, then keep the 2/1 flyer as change. Deployed on your own turn as a threat, it taps a defender down each time it swings, prying open the ground for your board. The Hero creature-type gate is where the balance lives: the hexproof only reaches that archetype's centerpieces rather than anything on the battlefield, which stops a two-mana protection piece from becoming a universal insurance policy. Its real value comes from timing rather than stats. Because flash covers the enters trigger, you never have to spend a main phase committing it, and the attack trigger only wakes up once you decide the crackback is safe. Read the table and pick the job: hold it as removal insurance for a Hero already on the board, or drop it after the opponent has spent their answer and start taxing blockers. A small evasive body doing two unrelated jobs across two different turns, with blue's usual reluctance to tip its hand until the last available window.

