Civic Guildmage
A white one-drop whose two abilities both spend off-color mana, a quirk of the original Mirage guildmage cycle that pulls deckbuilding in directions the card's home color never asks for. Neither activation does anything in mono-white; you pay green to hand out a toughness pump and blue to bounce a creature you control to the top of its library. That second mode is the interesting one: it is a Time Ebb you point at your own board, which turns enters-the-battlefield triggers into a repeatable resource and pulls a creature out of harm's way at the cost of redrawing it. The green ability is filler by comparison, a one-point shield against a single point of damage or a combat math wobble. The whole cycle ran on this conceit (a body in one color renting activated abilities from two others), and it reads today less as a finished tool than as a guild ambassador, a way of stitching the Mirage color pairs together at the card level before convoke or the Ravnica guilds gave the idea a cleaner frame. What it asks for is a deck willing to invest three colors of mana into a 1/1 that taps for each use, which is a high tax for effects neither of which closes a game. The library-top trick keeps it from being inert, but only just.
