Cinder Giant
A 5/3 for four mana is a fine aggressive body, but the upkeep trigger is a self-imposed tax that fundamentally redefines what kind of deck can run this thing. The 2 damage to each other creature you control is not symmetric and it is not optional: it fires every turn, on your own board, hitting everything but the Giant itself. That clears your own one- and two-toughness creatures off the table, which means the card actively punishes the go-wide aggressive shells its stat line invites. The design logic points the other way entirely: the trigger is a feature if the creatures around it are already dying or want to die. Pingable tokens, sacrifice fodder, creatures with leave-the-battlefield value, anything that turns a recurring 2-damage pulse from a liability into an engine. Read straight, it is a beater that demands a near-empty board beside it; read as a build-around, it is a free repeatable damage source stapled to a body. Weatherlight-era red was full of these double-edged designs where the drawback was the actual point, and Cinder Giant is a clean example: the rate on the front looks generous precisely because the upkeep clause is doing the balancing, and the only way to make the rate work is to want the downside.
