Firehoof Cavalry
A white one-drop that wants red mana to do anything past attacking for one is the kind of design the wedge era leaned on to push players toward two colors without forcing them there. The 1/1 body is functional on its own, and the firebreathing rider, costing four mana for a single +2/+0 and trample swing, is deliberately overpriced so the creature reads as a small white aggressive body first and a mana sink a distant second. That ratio is the point. A pure white deck still gets a playable one-drop, but the activation is steep enough that it never feels like the reason to play the card. Pair it with even a splash of red and the late-game floor rises: a dead draw becomes a way to dump excess mana into a trampling threat that pressures life totals the opponent thought were safe. The trample is the quiet half of the cost, turning the pump from a chump-blocked dead end into damage that gets through. This is fixing-the-incentive design rather than power-level design: nothing in a mono-white build ever needs the red mana, yet the two-color build the wedge structure was nudging you toward gets a reward for showing up, all without the card ever being good enough to bend a curve or demand a slot.

