Wilderness Hypnotist
Color hosers usually punish at the deck-listing level: a creature that gets bigger against red, a spell that gets cheaper against green, the kind of card you side in and watch do work all game. This one reaches into the combat math instead. The activation does not destroy or stop anything; it shaves two power off a red or green attacker or blocker, repeatable each turn, and only until end of turn. That makes it a tax on the opponent's clock rather than a removal effect, a way to turn a 3/2 swinging in into something this 1/3 can profitably block, or to dull a green fatty's bite for the crucial turn. Repeatability is what carries the design: against the right colors it is a permanent governor on how much damage gets through, asking the opponent to either overcommit attackers or accept that their best red and green threats hit for less every turn it stays untapped. The catch sits right in the targeting: against blue, white, black, or any colorless threat, it does nothing at all, which is the price paid for an ability that costs only the tap. It belongs to a lineage of color-restricted utility creatures built to reward decks that knew their matchups, durable in the games it answers and dead weight in the games it does not.
