Charging Tuskodon
A 4/4 with trample for five mana is a body nobody builds around; the replacement effect stapled to it is the whole reason this creature exists. Trample already spills a creature's excess power past a blocker onto the opponent's life total, and doubling that combat damage turns the spillover into a multiplier: a clean, unblocked swing reads as eight to the face, and even a partial chump leaves the doubled overflow doing damage no five-mana creature should. The doubling is a replacement effect, not a trigger, so it never touches the stack and never announces itself: the damage is simply modified as it lands. That is also where the design draws its walls. The clause fires only when the creature would deal combat damage to a player, which means it does nothing to a blocker, nothing when it swings at a planeswalker, and nothing the instant a removal spell answers it before the damage step. Those exclusions are what keep the rate honest. It has to connect, and it has to connect with the player, which makes it a creature that wants an escort (evasion, a way to force chumps, a board already stretched thin) rather than one that wins on its own initiative. The trample is the natural running mate: layer a pump spell or a deathtouch enabler on top and the doubled overflow ends games faster than the printed power ever hints. It is a design pointed squarely at a life total, built so one good attack step is the whole plan.

