Sunscape Master
The body costs nothing but white, yet neither of its abilities lives in white: each is exiled to a different ally color, so the creature only fires when your manabase reaches past its own deployment cost. In a green-white build it pumps the team for double-green; in a blue-white build it bounces a creature for double-blue. Stretch to all three and it does both, alternating combat blowouts and recurring tempo from a single permanent. That gradient is the pitch: the more of the shard you can support, the more of the card you unlock, and a two-color deck still gets one repeatable engine rather than dead weight. Both halves are generically strong. Double-green for a battlefield-wide alpha strike turns a stalled board lethal; double-blue bounce doubles as removal against tokens and a tempo lever against everything else, and stapling them to one body means the threat keeps generating value as long as it survives. This was multicolor-as-reward in its earliest form, an argument that splashing should buy flexibility rather than raw numbers: white pays the cheap entry fee, and the color demands on the abilities set the real price of admission. The creature scales with commitment, not with a fixed rate, which is exactly the design thesis the era was testing.
