Sunscape Apprentice
White on its own does neither of the things this Wizard can do: pumping a creature is green's domain, and tucking a creature you control onto your library is blue's. That is the conceit of the Apprentice cycle, mono-colored Wizards whose tap abilities each cost mana of two off-color allies, building a literal tax on splashing into the gold set's allied and enemy color pairs. The blue mode is the one with a wrinkle worth chasing: aimed at your own creature, it tucks the body away to be re-drawn and, crucially, resets its enters-the-battlefield triggers, turning a one-shot tempo loss into a repeatable engine for anyone able to keep paying the U. The green mode is plainer, a single-target combat trick on a stick that fixes one block at a time, but a board of Apprentices stacking both abilities was the multiplayer fantasy the cycle gestured toward. The friction is steep: a 1/1 has to survive, untap, and still cough up off-color mana, which asks a great deal of a body any burn spell erases for free. This was hobbyist tech for the patient three-color decks an early-era multicolor block encouraged, not a card those formats ever leaned on.
