Wandering Champion
The conditional is the whole design: a 3/1 for two in white that rummages on connection, but only while a blue or red permanent sits on the board. That single clause encodes an enemy-wedge identity into a creature that, on its face, has no business caring about other colors. White does not get to filter cards as a rule, so the card borrows the privilege and charges a tax for it: you must already be playing toward a second or third color, and you must already be winning the combat step, before the discard-then-draw fires. The 3/1 frame is the tell. Brittle toughness that trades down to almost any blocker, paired with enough power to make chump-blocking unappealing, which is exactly how you want an attacker built to land its trigger on the first swing rather than the third. Filtering on damage is a soft engine, not a hard one: the rummage is optional, it spends a card from hand before it replaces it, and the window only opens after the math has gone your way. What lifts it above a vanilla beater is that it folds card selection into combat itself, rewarding a deck that wants to pitch its hand for value (graveyard payoffs, recursion fuel) while pressing for damage. Discarding first, then drawing, means it feeds the yard on the same swing it advances your board. Detached from a wedge that supports the color requirement, it is a fragile two-drop that does nothing the turn it arrives.


