Zuran Enchanter
A blue body wearing a black activated ability, which is the whole story: the Enchanter is one of Ice Age's early gestures toward two-color identity printed onto a single permanent, where the creature's color and the cost to use it pull from opposite ends of an allied pairing. The discipline that keeps the repeatable discard in check is layered. The activation demands black mana the body cannot produce, so the card only earns its keep in a deck already committed to both colors. The tap requirement caps it at one card per turn cycle. And the timing clause, "Activate only during your turn," shuts off the instant-speed window that would let you strip a card from an opponent's hand on their upkeep before they could cast it; you are limited to attrition on your own clock, not reactive disruption. That last constraint is the design tell. Repeatable hand denial has always been one of the most warping effects a control deck can field, and tying it to your own turn turns a potential lock piece into a grind tool that the opponent can play around. The 1/1 frame underlines the intent: this is an engine to be protected, not a threat to be feared, a slow drip of discard that asks the pilot to keep a fragile Wizard alive across many turns rather than swing a game in one.
