A while back I designed a vertical cycle of prowess matters cards, but prowess-matters is far too narrow and parasitic to see print. Instead, what if the card rewarded multiple abilities? Advanced TrainingWW Enchantment (R)
Creatures you control with first strike have double strike.
Creatures you control with vigilance can block an additional creature each combat.
Whenever a creature you control with indestructible is deal damage, create a 1/1 white soldier creature token.
Alternately, here's a flying-matters card, the least narrow ability-matters keyword. Icarus Ascent2U Enchantment (R) 2: Put an altitude counter on target creature with flying you control. Any player may activate this ability.
Each creature with flying gets +1/+0 for each altitude counter on it and can't be blocked by creatures with fewer altitude counters.
At the beginning of each end step, destroy each creature with three or more altitude counters.
Advanced Training is delightful, but still so narrow.
What about:
Militia Training Camp3W
Enchantment (R) 2W: Create a 1/1 white Soldier token with first strike. 1W: Creatures you control with first strike gain double strike until end of turn. W: Creatures you control with double strike gain lifelink until end of turn.
I disagree that Advanced Training is too narrow; there are vast quantities of creatures with each of the mentioned keywords, and at two mana and rare it can afford to be niche.
Icarus Ascent, while delightful, is too narrow for its cost - at three mana and symmetrical, plus with a drawback, it's almost pointlessly wacky when there's such a card as Favorable Winds. Yours could cost U or, honestly - R; the flavor and effect are much redder than they are blue.
Advanced Training WW
Enchantment (R)
Creatures you control with first strike have double strike.
Creatures you control with vigilance can block an additional creature each combat.
Whenever a creature you control with indestructible is deal damage, create a 1/1 white soldier creature token.
Alternately, here's a flying-matters card, the least narrow ability-matters keyword.
Icarus Ascent 2U
Enchantment (R)
2: Put an altitude counter on target creature with flying you control. Any player may activate this ability.
Each creature with flying gets +1/+0 for each altitude counter on it and can't be blocked by creatures with fewer altitude counters.
At the beginning of each end step, destroy each creature with three or more altitude counters.
What about:
Militia Training Camp 3W
Enchantment (R)
2W: Create a 1/1 white Soldier token with first strike.
1W: Creatures you control with first strike gain double strike until end of turn.
W: Creatures you control with double strike gain lifelink until end of turn.
Icarus Ascent, while delightful, is too narrow for its cost - at three mana and symmetrical, plus with a drawback, it's almost pointlessly wacky when there's such a card as Favorable Winds. Yours could cost U or, honestly - R; the flavor and effect are much redder than they are blue.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝