Dragonsoul Knight
Cast it off red mana alone and you have a 2/2 first striker, an unremarkable aggressive body that does honest work in the early turns. The joke is in the wake-up button: a mono-red Knight that demands all five colors to transform, turning into a Dragon with +5/+3, flying, and trample once you can produce . That distance between a cheap red casting cost and a five-color activation is what the design is built around: a card that lives in a red deck as a beater, then becomes a 7/5 flier the moment the mana can stretch across the wheel. It is an unfair-mana payoff that never asks you to build around it, just to assemble the fixing it rewards. First strike is where the transformed mode earns its keep: the keyword carries through, so the 7/5 in the air trades up through blockers it would otherwise bounce off and clears the skies without taking damage back. And because the boost holds until end of turn rather than for a single swing, the activation survives combat tricks and second-main aggression, though the steep cost keeps it a once-a-game line in practice. This is the WUBRG activated ability deployed the way that strict cost works best: a serviceable creature whose finisher mode is an aspirational ceiling, switching on exactly when the mana finally lines up rather than gating the card behind a wall of color it might never reach.


