Bant Battlemage
The shard's three colors are encoded as two tap abilities and a mana cost: green to grant trample, blue to grant flying, and a white body to anchor it in the middle of Bant's allied spread. The 2/2 is incidental; the value lives in the two off-color activation symbols, because paying green or blue out of a white creature is the whole reason this thing wants a three-color shell. That dependence is also its ceiling. Without all three colors of mana online you are buying half a card, and even fully functional the abilities cost a creature's worth of tapping per turn for an evasion grant that does nothing on an empty board. Designs like this read better than they play: handing out trample or flying is the sort of effect that breaks a stalled race, but it presumes you already have a board worth pushing through, a healthy three-color mana base, and a turn where tapping a 2/2 for a keyword beats casting something else. It is a midrange combat enabler that asks for a green-white-blue spread up front and only pays out once that spread is assembled, which makes it less a threat than a vendor of keywords waiting on the rest of the deck to do the threatening.
