Monobrid One-Drops
This cycle was inspired by monobrid mana first introduced back in Shadowmoor. I decided to design a card for each color that was of their (in my mind) iconic card type. Each card had to be balanced at one mana of their color or two generic mana.

Creatures are the card type for white. Clerics are mages that heal the sick and improve morale, while black and red excel at creature removal.
As a one-drop in White, I think it’s far overdo in the face of cards like Soldier of the Pantheon and Icehide Golem. As a two-drop in any color, I think it’s playable. A Grizzly Bear for every color is fine in a pinch, especially in limited.

Artifacts are the card type for blue. Artificers are mages that work with artifacts, while red and green excel at artifact removal.
The colorless version of this card already exists as Spare Supplies, which is solidly average. The cost is comparable to Divination and Counsel of the Soratami with a slower payoff, making this card a potential workhorse for blue Draw-Go styles or artifact-matters decks.

Enchantments are the card type for black. Hear me out on this! Black gets exceptional creature removal, card draw, mana denial, and reanimation through enchantments, as well as Warlocks and some of the best Curses in the game. And who destroys enchantments? Green and white.
Mill has become a staple of blue and black, but originated with Millstone way back in Antiquities. While not as versatile as the original, this card feels good as a rudimentary Curse.

Sorceries and Instants are the card types for red. Red already supports these types as well as Wizards, which also includes sorcerers. Further, white and blue are the obvious opponents, with abilities like hexproof, protection, and counter-spells.
For red, this is a functional reprint of Shock, which is a solid burn spell against which all others should be fairly compared. For every other color, it gives them a new toy that red has been hogging all this time.

Lands are the card type for green. A Druid is explicitly a mage of the land, and both black and blue have strong land removal in their history with cards like Psychic Venom and Sinkhole.
I think this card is good for any color. It’s clearly worse than Mishra’s Workshop and Sol Ring, but definitely worth the wait to use it. Green can best exploit this card with cards like Treefolk Harbinger, Land Grant, and Nature’s Lore.