Abomination of Gudul
The three-color cost is the whole tension here: a flying body with a looter trigger does not need to gate itself behind black, green, and blue at once, and the rate (six mana for a 3/4 that filters one card on connection) reflects exactly how little the design trusted any of those three colors to want the others. Morph is the concession. It lets the card sidestep the color requirement on the way down, hitting the table as a colorless 2/2 for three and deferring the question of whether you can afford the wedge until you flip it. That deferral was the point of the keyword for hard-to-cast bodies: the face-down 2/2 keeps the card live in a deck that cannot reliably assemble all three pips, and the unmorph turns it into evasive card filtration once the mana arrives. The combat-damage trigger is the kind of looting effect that wants to connect again and again, which is what the flying is there to enable, but a 3/4 in the air closes games slowly and the draw-then-discard is replacement-neutral on card count. What is left is a creature that does several modest things at a cost that asks a lot, the sort of multicolor common that rounds out a wedge's curve without ever defining it.
