Crimson Caravaneer
Double strike and trample together usually mark a finisher, keywords bolted onto something big enough to punch through. Here they exist to feed a resource engine off a fragile 1/2 body. Because double strike deals combat damage twice, and the Junk trigger keys off dealing combat damage to a player rather than off a single hit, one unblocked connection generates two Junk tokens in a turn, each of which sacrifices to exile and play the top of the library at sorcery speed. That reframes the whole card. It isn't a threat you're protecting so much as a card-advantage tap you're trying to keep swinging, and the small body is the honest tax on an engine that would be oppressive stapled to anything sturdier. Trample matters less than the profile suggests: with only 1 power, this creature trickles damage past a blocker only if that blocker dies to the first-strike step, and any two-toughness body eats both damage steps and shuts the faucet off entirely. The engine wants the path clear rather than clogged. Junk is delayed, one-shot impulse draw rather than raw card advantage, so the payoff spreads across turns and stays gated behind actually landing hits, which keeps the accumulation from spiraling. The card rewards combat-math attention, but the question isn't "how much damage" so much as "how many separate connections," and answering that turns a modest creature into a low, steady stream of extra plays.

