Zephyr Charge
Repeatable evasion, priced at two mana up front and two more per swing: an enchantment that promised to turn any one creature into a recurring source of flying damage. The math is the catch. Paying two mana every combat to push a single attacker over the top is a tax the board rarely justifies, and because flying lasts no longer than the turn, the investment has to be re-bought each time you want it. What the card reaches for is the same job a one-shot pump spell or a small flier like Cloud Sprite does, but spread across a permanent meant to let one threat sail past ground-bound defenders indefinitely. Blue has long carried this thread of "make my fattie unblockable" enablers, and a repeatable flying-granter sits squarely in that lineage. The trouble is that the enablers worth carrying are usually stapled to a body, or grant true unblockability rather than mere flying, which evasive blockers can still answer. With no creature attached, the threat that wants the wings has to already be on the table; until it is, the first turn this spends on the battlefield buys you nothing. A narrow setup cost on a permanent that never closes the loop by itself.

