Assault Zeppelid
Flying and trample on one body looks like keyword overlap until you run the blocking math: flying asks whether the defender even has a creature with reach or wings to put in the way, and trample asks whether that creature is big enough to eat the entire hit. Each keyword closes a different door. A ground-bound deck simply cannot interact with a flier; a defender that can fly back is only a clean answer if it has at least the toughness to survive the full 3 damage, and anything smaller gets run over with the remainder carrying through. The result is a 3/3 that is awkward to wall and tedious to race, built for a color pair that historically leaned on tempo and card advantage rather than reliable beaters. The rate is honest rather than pushed: a French vanilla four-drop with no enters-the-battlefield trigger, no activated ability, nothing for an opponent to respond to. What it sells is reliability of damage. In a board full of value creatures that trade off or get stuck in a ground stall, this one keeps connecting, and the trample turns every Aura or pump spell into guaranteed extra reach instead of just a bigger creature for the opponent to chump. It is a tidy expression of a single idea: stack two evasion keywords that each solve part of the combat puzzle so neither half can be neutralized on its own.
