Yip Yip!
For anyone else, +2/+2 at instant speed is a plain combat trick, the sort of trade-flipper white has printed since the game's earliest days. Point it at an Ally, though, and the buff comes stapled to evasion, lifting a ground creature over the block entirely. That conditional flying draws the line between a fine trick and a genuine reach spell, and it pays out only for a deck committed to the type rather than one carrying a lone copy. Its Lesson subtype is the other structural note. Lessons can be fetched from outside the game by effects that reach for them rather than only drawn from the deck proper, which changes how a combat trick behaves at a deeper level than its rate: a card you can summon when you need it functions less like a fixed slot and more like a standing option, a modifier called up precisely when the board state asks for it. Gating the flying behind a creature type keeps the payoff from becoming a default, so the evasion reads as a reward for building around Allies rather than a freebie. The design is honest about its two moving parts: a cheap pump any white deck can cast, and an upside reserved for the deck that earns it.
