Charnel Troll
A 4/4 trample for three is a body the color pair almost never gets to keep for free, and this one doesn't either: the upkeep clause turns your graveyard into rent. Each turn it grows by eating a creature card from the yard, and the turn you run dry, it eats itself. That's the whole tension of the design: the trigger is mandatory, so the card forces you to feed a graveyard rather than just fill one, and the exile cost means every fattening permanently shrinks the fuel supply. The activated ability, discarding a creature card for a counter, is the release valve, letting you spend cards from hand to stay ahead of the upkeep and convert dead draws into stats at instant speed. Both growth modes pull from the same resource (creature cards), so the card rewards a deck built to manufacture them: looting effects, mill, recursion that refills the yard faster than the troll empties it. Built right, it's a self-accelerating threat that trades card economy for board presence on a curve that punishes slow answers. Built wrong, it's a fragile creature that hands itself to your opponent for free in three or four turns. It is a graveyard payoff disguised as a beater, and the discipline it asks for (keep the yard stocked or watch it starve) is the cost the rate is paying.
