Nightscape Battlemage
The base buys a 2/2 Zombie Wizard and nothing else; every effect is rented at full price on top of that. Pay the blue kicker and you bounce up to two nonblack creatures, pay the red and you destroy a land, and you can stack both onto a single cast to bring two extra reactions into the game on one chassis. That is the structural appeal of this slot in the five-color Battlemage cycle: a base creature in one color with two kickers in its allied colors (black sits next to blue and red on the wheel), each bolting a flexible effect onto a body. The design logic is that you commit all the mana up front, before either enters-the-battlefield trigger resolves, so none of the three modes is efficient against a dedicated spell on its own rate. The "up to two target" wording means the bounce is already fully optional, so the nonblack clause is not a safety valve against catching your own board: it is a color-pie limit that keeps the card from pulling on opposing black creatures while quietly excluding your own base-black ones too. What you are buying is reach: a Wizard you can run as a plain three-drop when the mana has nowhere better to go, and which, in a deck already producing blue and red, doubles as a tempo swing and a piece of land destruction welded to an attacker.

