Give opponent something, then steal it back (artifacts?) Counterfeit money, fool's gold Treasure likingbonus for casting it with treasure Mining, prospecting, destruction of environment Stagecoaches Reputation, build it up (gaining a name for legendary cards) Notoriety, becoming notorious Notorious 4 (At end of turn, if this creature is nonlegendary and has dealt 4 or more combat damage, put two +1/+1 counters on it and it becomes legendary.) Shifting loyaltieschanging card type, put on other player's creatures Creatures come with counters that spread them to other creatures (the posse, the gang)
If you were willing to spring for both colors, chances were you weren't messing around
Hands with 4 lands are better than hands with 2 lands
Level Up Discussed at length in the Kargan Dragonlord section the only reason level up is better than kicker or evoke is that typically has a wider range allowing you to get going with just one or two mana and carry on being worthy investments all the way up to around ten mana
MTG Print card adjustments The obvious downside is that the responsibility of how the card is printed is on the user