Ana Disciple
A green one-drop whose only green trait is the color of its mana cost: everything it actually does happens through blue and black. The design idea, from a wave of cards built to give the enemy-color pairs deliberate mechanical attention, is a creature whose function lives entirely in mana the green base would normally have no reason to spend. Granting flying is a blue trick; the -2/-0 is a black one; the body that activates them is green and contributes nothing on its own beyond a tappable permanent. Each ability taps it, so you get one effect per turn, and you have to keep a 1/1 alive across turns to use either more than once. The -2/-0 is a soft answer rather than a kill: it strips an attacker's offense without touching toughness, so a 4/4 swinging in becomes a 2/4 that bounces off your blocker, then resets clean at end of turn. That is the trade-off baked into the mode. It blunts a swing for one turn instead of committing to anything permanent, and it never threatens to finish the creature itself. Both modes ask the same thing: a manabase reaching across two enemy colors to feed a creature that justifies none of it by itself. The fragile frame is the honest price. It dies to anything, it does one thing per turn, and it never pays for the splash unless a deck is already committed deep into those colors.
