Wing Commando
Flying and prowess on the same body point the creature in one direction: forward, over the top, growing as you spend the turn casting the spells you were going to cast anyway. The 2/2 base is deliberately soft because the evasion already makes it a clock the opponent struggles to block, and each noncreature spell adds a temporary point in the air. A cantrip nudges it to 3/3 for the swing; a couple of cheap interaction spells stack the pump higher before combat resolves. The design resolves a tension familiar to aggressive blue: the cards that protect your attacker and the cards that push damage want to be the same cards, and prowess collapses that into a single trigger, so a counterspell held up to defend your board doubles as a combat pump. Because prowess fires on any noncreature cast, the growth is not locked to your own attack step; an instant thrown during the opponent's turn swings blocking math too, letting the 2/2 puff to a size that eats a larger attacker expecting a free trade. That flexibility is the quiet upside of tying the ability to spell casts rather than to attacking: the creature is best pointed at the opponent's face, but it is not dead on defense the way a static evasive beater would be. What it never does is trade up on its own or hold a line without help; it is a damage multiplier that comes alive only in a shell already committed to throwing spells around.
