Shauku's Minion
Pay two mana, tap, and a white creature takes two damage; repeatable every turn for as long as the opponent keeps presenting targets. The narrowness is the entire concept. This is color hate printed straight onto a stat line rather than left for the metagame to sort out, an expression of the old color-pie idea that black and red, as the enemies of white, deserved cheap and permanent tools to punish it. The 2/2 is almost incidental to the design's intent: you are not paying for a beater, you are paying for a recurring tap-and-burn engine that pecks white creatures off the board before they ever attack. That same narrowness is the brittleness. Against an opponent fielding no white creatures, the ability has nothing to point at, and the card collapses back to a modest, fragile attacker doing nothing the deck actually wanted. Hosers built this rigidly fell out of favor for exactly that reason: modern design largely retired the hyper-specific anti-color creature in favor of conditional removal that stays live against more than one color of threat. As a snapshot of how the early game policed the color wheel, though, it is honest about its intent in a way later, smoother designs rarely are: proof that Wizards once thought a permanent, mono-targeted color grudge belonged on a creature, dependent entirely on the opponent choosing to play into it.
