Wind Spirit
Two reasons not to get blocked, layered so that an answer to one doesn't undo the other: that redundancy is the whole design. Flying keeps it out of reach of the ground; menace handles the rest, because a 3/2 flier dies to a single chump on the rare board where the opponent has air defense of their own. Stack the two and one blocker is never enough, even when something can reach it. The body itself is unremarkable for five mana, and that is the trade the card makes: it is not paying for stats, it is paying for the insurance that keeps the swing connecting turn after turn. The toughness of 2 is where the bill comes due. It folds to most burn and most combat, so its window is the air it controls in the midgame, not the late game where ground stalls form and a 3/2 stops mattering. The card descends from a strain of blue now mostly retired: the unassuming evasive beater whose job was simply to hit people, printed before blue's identity drifted toward card advantage and tempo and away from putting a creature in the red zone and asking the opponent to find an answer. Wind Spirit is that lineage in miniature, an evasion creature so committed to connecting that it carries a second evasion keyword as backup for the first.



