Wastescape Battlemage
The kicker here is a menu, not a mode, and that separation carries the entire design. Two independent kickers hang off a small body, and you can pay one, the other, or both, so the same card scales from a bare beater to a disenchant-plus-bounce two-for-one depending on how many colors the turn can support. The base cost is not free of demands, either: the colorless pip asks for a dedicated colorless source, which is a real manabase tax before you even factor in the green or blue for the optional effects. That makes the card a study in stacked color requirements, where the body wants Eldrazi-flavored fixing and each kicker adds its own surcharge on top. Both triggers key off casting rather than resolving, so the exile and the bounce fire before the creature ever meets a removal spell and cannot be dodged by killing it in response, though they still need legal targets the moment the spell hits the stack. It descends from the older kicker workhorses that stapled a body to a piece of interaction (Man-o'-War welded to a Naturalize, essentially), rebuilt so the two effects are additive rather than either-or. The problem it resolves is a familiar one: how to hand a deck flexible, opt-in interaction without printing three separate cards or forcing the player to guess at deckbuilding time which mode they will want. The answer is to let the mana available on the turn make that call, and to price each piece as a clean, self-contained tax.

