Bringer of the Red Dawn
The recurring upkeep theft is what separates this Bringer from a vanilla nine-mana beater: every turn it survives, you untap target creature, take it, and swing with it under haste before handing it back at end of turn. That clause is built to be repeated, which is why the card wants to live across multiple upkeeps rather than cash out in one alpha strike. The all-five-color alternative cost is the cycle's shared gimmick, a one-of-each-color spread that lets a rainbow board cheat past the printed cost, but it exposes a contradiction inside the design: a mono-red card whose discount only pays out if you abandon mono-red. Either you commit to a ramp shell that can stomach the full in one color, or you build the fixing to assemble all five pips, in which case the red identity is decoration. The theft ability is the better-aged half of the package. Because the trigger fires on upkeep, the untap clause is doing real work: it lets you grab a creature that tapped to attack last turn or spent itself on a tap ability, then turn it loose with haste, and the swing scales with however many bodies the rest of the table has committed. The trample on the 5/5 is almost incidental. The engine is the upkeep trigger, and the price of admission is keeping this thing alive long enough to collect more than once.

