Disciple of the Old Ways
The pitch is entirely in that red activation, and the design's honesty is in how it splits the cost across two colors. The 2/2 body comes down on a single green source, keeping the early curve clean, while the first-strike upgrade waits on a red splash the deck may not have yet. Without access to red mana it functions as a plain bear, but the ability is always printed and always live once the second color arrives, which is what separates it from a true vanilla two-drop: the ceiling is locked behind paying for a color you might not draw. What the ability buys is repeatable and combat-relevant. First strike on a 2/2 rewrites which blocks the opponent will take and which attacks they can profitably make, and granting it at instant speed lets the attacker hold the mana up, bait a block, and commit only after the block is declared. That turns a modest beater into a creature that trades up and wins races across a whole game rather than for one swing. It sits in a long line of cheap two-color beaters whose floor is unremarkable and whose ceiling sits a notch higher, built for a green-red aggressor that wanted to lead on tempo and could afford to leave one mana open for the surprise.
