Invisible Woman
A body that gates its value behind two entirely different color commitments, and the split is the whole point. The defensive half is mono-white and free: cast any noncreature spell before combat and you get a 0/3 Wall with reach, a reactive plug that rewards a spell-heavy build without asking for anything past your normal turn. The second ability drops the shield entirely, demanding a four-color Jeskai-plus-green payment to turn any attack step into a kill. The +1/+0 rider scales with your whole board, so the more creatures you field, the harder it pulls toward a wide token deck rather than a control shell, and the unblockable clause guarantees the buff connects. That is a genuine tension in the design: the token payoff wants you going wide, the noncreature-spell trigger wants you slinging spells, and the four-color payment drags the manabase somewhere white has no reason to go on its own. The whole thing is built to be splashed at the head of a rainbow shell that most white three-drops would never justify, using the force-field flavor to license a defender-then-alpha-strike arc inside a single legend. It reads as a role-player and plays as a build-around: the cheap Wall is the invitation, the four-color finisher is the reason you paid the color tax to get there.

