War Falcon
Two power for one mana in the air is a body white does not get to have, and the conditional attack clause is the bill for it. The bird sits inert until you control a Knight or a Soldier, which turns it from a standalone threat into a payoff that demands a specific kind of board. The design is a deliberate transplant of an old idea: rewarding the player who commits to one of two adjacent tribes by gating an overstatted creature behind that commitment, the same structural bargain that earlier white one-drops struck by tying their upside to creature counts or full curves. What makes the gate worth studying is its breadth. Knights and Soldiers are two of white's deepest tribal pools, so the requirement reads as restrictive but is, in practice, almost free in a deck already built to go wide. The friction is real, though, and it bites at the worst time: an empty board on an early turn is exactly when an aggressive deck most wants a two-power flyer swinging, and that is precisely the turn the falcon refuses to. It is a build-around in name and a curve-filler in execution, a one-drop that asks one question of your deck list (do you have a Soldier token, a one-drop Soldier, a Knight already down?) and then pays out in evasive damage every turn the answer is yes, and stares at the sky every turn it is not.
