Lobber Crew
A pinger built to reward you for staying on-color in the most literal sense. The 0/4 defender body that taps for a point to every opponent is a familiar shape, the kind of slow-drip damage engine that wants to sit behind a wall and chip away over many turns. What changes the math is the untap clause: every multicolored spell you cast flips it back upright, so in a gold-heavy deck the once-per-turn ceiling on its ping comes off entirely. Cast two or three multicolored spells in a turn and the crew fires that many extra times, turning a slow trickle into a burst that can close a game out of nowhere. That conditional reset is what makes the design interesting: it is not a generically good pinger but a payoff stapled to a deckbuilding requirement, the damage scaling with how committed you are to multicolor. The defender keyword keeps it honest as an attacker (it does nothing in combat), so all of its pressure routes through the tap ability, and the multicolored untaps are the only way to push that pressure past the one-activation-per-turn baseline. It rewards a very specific build and idles in any deck that does not feed it gold spells, which is exactly the trade the design is asking you to make.
