Dauntless River Marshal
The reward structure is the giveaway: a white two-drop that wants you to be playing blue. Control an Island and the 2/1 becomes a 3/2; pay and it taps a creature out of the way, dragging an attacker or blocker off the board for a turn. That tap is the more telling half, because it asks a white card to dip into a color it cannot otherwise produce, and it rewards a manabase already running Islands for reasons of its own. The body grows the instant an Island is on your side, but everything past that bump is an invitation to commit to the second color. The
activation is steep enough that it never becomes an engine; it is a mana sink for a stalled board, something to spend on once the curve has run out. Both halves of the card point at the Azorius pairing without ever demanding it: a single card arguing for a two-color build, where the buff and the activated ability agree on the same off-color splash. The elegance is that a single Island source, basic or dual, does double duty at once: the Island subtype turns on the +1/+1, and the blue it produces feeds the tap. The condition on the body and the cost on the activation both point at the same land, which is why the card wants you all in on the splash rather than dabbling. It is fine alone; the design only says everything it means when both colors are present.
