Armorer Guildmage
One of Mirage's cycle of guildmages, each a one-mana 1/1 carrying two activated abilities in colors its own does not match. The design idea here is the pump-as-utility body: a red creature whose only tricks cost black and green, so the card functions less as a creature and more as a repeatable, color-greedy combat-modifier engine. Both abilities tap the Guildmage and ask for a mana of a specific off-color, which means the card only earns its rate in a deck already built to support three colors of activation, and even then each activation is a modest single-point swing. The split between +1/+0 and +0/+1 is the friction that defines it: you choose whether to push damage through or hold a blocker, but never both in the same activation, and the tap symbol caps you at one per turn. It is a creature designed for a deckbuilding texture that Mirage cared about more than later sets did, the slow grind where a one-drop that survives can repeatedly tilt combat math. The body is fragile and the effects are small, which is exactly the constraint that keeps a recurring pump engine on a one-mana 1/1 from being oppressive.
