Quickchange
Color-changing tricks exist almost entirely to enable other interactions: recolor a blocker to fizzle a color-specific removal spell, slip past a protection-from-white clause, satisfy a color-matters condition for one turn. The genre's problem is narrowness. Most of these effects accomplish nothing in a vacuum, so they sit dead in hand whenever the specific corner case never arrives, and they cost a card to chase it. The cantrip changes that calculus. Because the recolor still requires a creature to point at, this is not a free-fire cycler you can fire off into an empty board; the draw matters precisely when there is a creature in play but no clever line to take. In those spots the spell stops being a one-trick gimmick: point it at any creature, draw, and break even on cards while keeping the recolor option live. Stapling a marginal utility effect to a replacement draw is the move that keeps otherwise unplayable text worth running, the same logic that keeps cantrip removal and cantrip protection in decks long after their headline effect stops mattering. The recolor itself can still decide a game: defeating a color-specific kill spell, turning on a color-matters payoff, dodging protection from a color. But the design does not depend on finding that line. You cast it for the draw, and the color change is whatever upside the board happens to offer.
