Wonder
Kill it, and the whole board takes flight. That inversion is the entire pitch: the 2/2 flyer you can hardcast is the worst use of this card, a body you play only when the bin is the wrong place for it. The payoff sits dormant in your graveyard, granting flying to your entire team for as long as you control an Island. That is what turns it from a value creature into a finisher: a stalled ground full of weenies becomes an evasive alpha strike, passively, with no mana investment and nothing on the battlefield the opponent can kill to switch it off except your Island. To neutralize it you have to fight the graveyard rather than the battlefield, which flips the usual removal math: discarding or sacrificing it is the upgrade, not the cost. The Island requirement is the tether that keeps the effect honest, pinning it to a genuine blue commitment instead of a colorless splash. Anger and Glory, built on the same dead-is-better premise, hand out haste and a protection effect respectively, but this is the one that closes games outright, since every creature you ever cast (before or after it dies) gets the keyword for free. Self-mill and reanimation strategies love it precisely because they never have to clear an inconvenient flying body off the field first; the graveyard was always the destination.














