Hope Charm
Part of the Charm cycle that Mirage and Visions built around: one mana, instant speed, three modes pulled from white's slice of the color pie. The template is the appeal and the limit at once. Each mode here is a real, if minor, white effect (a combat trick, a small lifegain, a piece of enchantment removal), and the design bet is that bundling three narrow answers into one card buys flexibility a single-purpose one-drop cannot. The trouble is that all three sit at the low end of their respective effects: first strike for a turn rather than a permanent buff, two life rather than a meaningful swing, and Aura destruction rather than the broader enchantment removal that would make the mode reliably live. The optionality is doing most of the work, because the rates underneath it are modest enough to be easy to ignore individually. It is the conservative member of its cycle, the one whose modes never quite threaten to be backbreaking in any of the three directions; cycles like this taught a generation of players to read modal cards by asking how often the worst mode is the one they actually need.
