Gerrard's Irregulars
A 4/2 with haste and trample is built to do exactly one thing: arrive swinging and shove four power past whatever stands in front of it. The body is all offense, every point of the stat line pointed outward, and that is the problem. Two toughness means it dies to the chump blocker it kills, to almost any burn, and to nearly any spot removal pointed its way; the trample only earns its keep once you are already attacking, and none of it survives into a second turn. This is a glass cannon at a price that no longer buys a glass cannon, a record of an early-era costing convention when haste and trample together were treated as a premium package worth taxing heavily. Red has long since been allowed the same keyword suite on cheaper, sturdier frames, which leaves this design stranded as an artifact of what five mana was permitted to do at the time. The flavor, at least, holds up better than the rate. These are the rank-and-file fighting under Gerrard Capashen, the unnamed soldiers who carry the Weatherlight saga's battles without legendary frames, and a fragile, expendable 4/2 that exists only to attack and die is an honest portrait of infantry. The costing is the real story here: not the body, which is forgettable, but the snapshot of an aggressive-creature math that the game has spent the years since steadily outgrowing.
