Urborg Drake
Two power of evasive flying on a three-drop is a fair rate; the compulsion to swing is the drawback that pays for it. Forced attacking ranks among the earliest tricks designers used to shave cost off a creature, and this kind of design leaned on it across colors. Here the cost is real but soft: a 2/3 flyer that must enter combat will trade itself away or run into a bigger flyer eventually, and an opponent holding a reach blocker or an evasive 3/3 can plan around the obligation. What keeps the downside from being purely punitive is that flying limits who can punish it; ground armies can build all day, but the Drake only ever has to walk into the air, where the field is usually thinner. The card wants to be ahead. When it is racing, the mandatory attack costs nothing it would not have done anyway, and the two evasive damage adds up turn after turn. When it is behind, the same clause turns a defensive flyer into a liability it cannot hold back as a blocker. The design idea is that a drawback only matters when the game state turns: an aggressive curve filler whose one printed restriction stays invisible right up until the moment the board flips.

