Crossway Vampire
The job here is tempo, but it pays out for the team rather than for itself. With no haste, this 3/2 cannot attack the turn it arrives, so the entry trigger is not clearing a lane for the Vampire: it is opening one for everything else already swinging. That is the whole design. The "can't block" line lands on the single defender that would gum up a red board (a wall, an oversized midrange blocker, a chump waiting to absorb the biggest attacker) and benches it for the turn while your existing attackers connect. It reads like removal but kills nothing: the target survives, it simply cannot stand in the way, which for an aggressive deck is often the difference between a clean swing and a bad trade. Folding the effect into an enters-the-battlefield trigger rather than an activated ability is what keeps it free; there is no mana tax on the turn it matters. The trigger still uses the stack, so an opponent gets the usual window to respond before it resolves, but once it does, the chosen blocker is locked out of combat. The fragility is what pays for the value. A 3/2 trades into almost anything, so the bargain is plain: add a body, take a blocker off the table for a turn, and accept that it will not survive a stalled board. Workmanlike red aggro filler that does one specific thing cleanly and asks for nothing in return.
