Cosmic Larva
Seven power for three mana is the kind of rate red almost never gets to keep, and the upkeep clause is the bill that comes due for it: every turn you either feed it two lands or watch it die. That is the whole bargain. A 7/6 trampler attacking on turn four threatens to end a game in two or three swings, but the land tax compounds, and the math is brutal: a few turns of paying it strips your mana base bare, after which you are casting nothing and the Larva starves anyway. The body wins fast or it impoverishes you trying. The design lineage runs through the family of red beaters that mortgage the future for present pressure, where the drawback is not a static downside but an escalating cost the deck has to outrace. What makes the Larva sharper than most is that the price is paid in lands, not life or cards, so the answer is not to survive the drawback but to make it irrelevant: end the game before the third or fourth upkeep, or find a way to short-circuit the sacrifice entirely. It is a creature built for a deck that has already decided it is not playing a long game.
