Ant-Man, Reformed Rogue
Two triggers pulling in opposite directions, which is exactly the point of the character: green casts make the body bigger and give trample, so a single blocker no longer stops the whole hit, while blue casts shrink the power but strip blockers away entirely so the swing connects regardless. The 2/3 frame is the fulcrum both modes lean on. Pump it and shove through, or unblockable it down to a guaranteed connection; either way the third ability turns combat damage into a card, so the deck wants spells cast in a deliberate order rather than dumped all at once. That sequencing pressure is the design's real teeth. The trample line and the evasion line rarely want the same board state, so the pilot has to read the turn (is there a wall to punch through, or a defensive line to slip past?) and pick the mode before committing the swing. Plenty of creatures draw off connection; the wrinkle here is that the two paths to connecting are engineered to interfere with each other. Cast enough blue and the power erodes toward nothing, so a lone green trigger to prop it back up becomes a genuine decision. The color pair maps onto the mechanics cleanly: green as the pump-and-punch half, blue as the evasive tempo half, both feeding the same draw engine and both fighting over the same power number.
