Quagmire Druid
A black creature that can only act by spending green mana is the kind of design that came out of an era experimenting with letting allied and enemy colors reach into each other's toolkits. The body is pure black and idle on its own; the enchantment removal it carries demands a green mana, a tap, and a creature sacrifice, which gates the answer behind a full commitment to black-green rather than a clean splash. That sacrifice clause is the defining cost: the ability is repeatable in principle, but each activation eats a body, so the Druid functions less like a removal spell and more like a slow grind valve, with a price-to-effect ratio steep enough that it usually sits as a 2/2 holding the option in reserve. The structural idea is the point. Pricing the activation in a second color turns enchantment destruction from an effect you can slot anywhere into a deckbuilding tax: you pay for it at construction by being in both halves of the guild, then pay again at the table by feeding it creatures. It reads on the page as a flexible answer to an enchantment-heavy board, but it plays as a question about whether you have already paid the entry fee. That gap between how the card scans and how it actually performs is exactly the friction this kind of cross-color experiment was built to produce.

