Sacellum Archers
Park this 2/3 Elf in front of an attack and you have a turn-three deterrent that polices the red zone and walks away every combat: a repeatable two-damage shot at any creature currently swinging or guarding. The catch is who has to pay for it. The tap ability demands one red and one white mana every time you fire, which is exactly the friction that defines the off-color archer cycle this belongs to: each five-color set printed a pinging archer gated behind activation in colors the body has no claim to, a deliberate pull toward stretched manabases. Casting the creature is trivial; turning it on is a tax that asks whether the rest of your deck can spare red and white to make a green body do their work. The reward, once your mana cooperates, is honest about its limits. This is not removal that reaches across the board; it cannot touch a creature sitting back on defense, only one in the act of attacking or blocking. Green has long had archers built to deal with attackers, running back to the earliest pingers, but most of them shoot in their own color. This one wears its color identity as a question instead of a gift: a green dork that does nothing aggressive until two off-color sources arrive, and a recurring combat fixture the moment they do.
