Frostbridge Guard
A tapper on a body that expects to attack, which is the small tension worth noticing here. Most repeatable tappers historically arrive as low-toughness utility creatures priced to sit back and hold up their activation: Master Decoy and its kin ask you to leave mana open every turn and offer nothing on offense. This one instead pairs a serviceable combat body with an activation costly enough that you rarely fire it on the turn you attack. The math forces a choice each turn: swing for two and tap nothing, or hold back three mana to lock down a blocker or an attacker. Because the tap costs white plus two colorless, it is not a cheap disruption piece you fold into a curve without thought; it is a mana sink for the midgame, a way to convert flood into a repeatable removal-adjacent effect once your board is committed. Tapping is not killing, so nothing about this ends a threat permanently: the target untaps on its controller's turn, and the guard has to spend the mana again. That ceiling is exactly what keeps a two-drop that can neutralize a much larger creature from being oppressive. The value is in the repetition, not the single activation, and in a body that still counts for something the turns you cannot afford to use it.
