Jund Hackblade
Powered up, a 3/2 with haste for two is exactly the kind of pressure an aggressive gold deck wants on the second turn; powered down, the printed 2/1 just sits there and waits, having given back the one resource fast decks cannot spare. That conditional is the entire design. The static bonus keys off another multicolored permanent you control, so the card asks you to prove your board is genuinely gold before it pays out, but the casting cost lets you make that promise cheaply: one red and either black or green means the body fits a two-color shell while still reading as multicolored to anything else that cares. That split is the clever part. A creature that rewards your color identity has to thread a needle: it wants enough gold around it to switch on, but it has to be inexpensive enough to deploy early, and the flexible black-or-green requirement lets an aggressive deck commit to two colors rather than all three and still flip the switch. The haste clause is where the conditional earns the most: a two-drop that has to wait a turn before attacking is bleeding tempo, so the bonus does its heaviest lifting on the exact turn the creature lands. It is a pointed expression of an era's gold-matters aggro idea, the two-drop that asks your manabase to do two jobs at once before it hands over the rate.
