Gorehorn Raider
Raid works best on cheap creatures that reward you for already having committed to combat, so hanging the mechanic on a five-mana body is an odd fit: by the time you cast this, the aggression it wants to reward is usually a turn or two behind you. That mismatch is the whole design tension. The reward is a modest two damage to any target, contingent on an attack that a deck built around a five-drop rarely wants to make on curve. The payoff and the cost pull in opposite directions, which is why this reads as common-rarity aggro filler: a vanilla-adjacent 4/4 with an upside that a truly aggressive board state can occasionally cash in, ping a blocker or finish a planeswalker, but that a slower deck will almost never trigger. It fills the gap for a red beatdown archetype that wants bodies with incidental reach, and it does that job at the price point where a plain 4/4 for five would be unremarkable. The conditional two damage is meant to price the body up, but the condition is so easy to whiff at this cost that it rarely collects.
