Wing It
Most combat tricks buy a single turn: the buff wears off, the creature stays on the ground, and you've spent a card for one point of tempo. The flying counter is what changes the accounting here. The +2/+2 does the immediate work of winning a block or pushing damage, but the evasion sticks around after the turn ends, so a ground creature that was trading into a stalled board is now a permanent clock over the top of it. That transforms the card from a one-shot into a small investment in a creature's long-term relevance, which matters most on a body that already carries other value: a lord, a creature with an attack trigger, anything that wants to connect repeatedly. The scry is the piece that keeps the exchange from feeling like a bad rate, smoothing the draw when you cast it proactively rather than as a reaction. What holds the design in check is the same thing every white pump instant lives with: cast it as a reactive trick and a removal spell in response leaves you down two cards, buff and creature both gone. The flying counter can't be recouped once the target dies. It rewards deploying into an unthreatened board and gambling that the extra reach outweighs the risk, rather than holding it up as insurance.
