Ghor-Clan Rampager
Two cards living in the same slot, and bloodrush is the mechanic that lets a deck refuse to choose between them. Cast it for four and you have a 4/4 trampler doing honest beatdown work; pitch it instead, paying only the discard and two mana, and you have an instant-speed combat trick that grants +4/+4 and trample to an attacker. The discard cost is the discipline: you spend the body to spend the trick, so each turn asks whether the beater on the board or the surprise burst closes faster. That flexibility is what most midrange aggro creatures lack: commit to the board to do the job, then go quiet when the stall arrives. This one keeps a second mode in reserve for the exact moment combat math turns sour. The trample grant is the load-bearing half: a chump block that would have absorbed a 2/2 instead eats only enough toughness to cover the blocker, and the rest of the swing spills over for face damage. Tying the bonus to an already-attacking creature anchors the trick to tempo: it converts pressure you have already built into lethal, rather than fishing for a board you do not have. The result is a card that never sits dead in hand, which is the quiet luxury bloodrush was built to grant a deck that would otherwise flood on threats or starve for reach depending on the draw.







