Fickle Efreet
Five power for four mana on a body that dies to almost anything, with the cruelest tax in the game attached: every time it does the one thing a 5/2 wants to do, you flip a coin, and half the time the creature walks across the table and joins the other side. The design is a deliberate study in attrition through gambling, the signature mode of its set, where Prophecy leaned hard on coin flips, upkeep costs, and beaters that punished you for using them. What makes the friction interesting is the timing: the flip happens at end of combat, after damage, so the swing or block resolves on your side before control is decided. You always get the attack; you only sometimes get to keep the attacker. That structure rewards squeezing maximum value out of each combat (gang-block it for a chump, send it once into an open board) and treating the creature as disposable from the moment it hits play. There is a perverse upside, too: if your opponent ends up with it, the same clause keeps flipping against them, and the Efreet becomes a hot potato neither player can hold for long. It is the kind of high-risk red beater the game has largely retired, a relic of an era when Wizards still priced raw aggression behind a real chance of catastrophic blowback rather than a downside you could simply play around.
