Gruul Ragebeast
Fight usually arrives as a one-shot rider, a single instance of mutual combat stapled to a green creature or a burn-adjacent spell. Here it becomes a standing trigger: every creature you land, this one included, forces a fight against something an opponent controls, so board development and removal collapse into the same action. That reshapes how you sequence threats, since each drop is now a body and a fight all at once. The mandatory wording is the catch, and it cuts both ways. Fight is symmetric damage that clears at end of turn, so throwing small creatures at larger blockers just feeds them: your body dies, the opponent's survives the bruise, and you have spent a card for nothing. The engine wants creatures that win or survive their fights, sturdy mid-sized drops that trade up or walk away, not a swarm of fragile attackers. It also sputters the moment an opponent's board is empty, because the trigger needs a legal target an opponent controls; against a creatureless plan it does nothing on entry. The seven-mana investment and 6/6 frame put it squarely in slow, grindy decks that have the turns to flood the table and let the entries compound. It punishes an opponent for developing creatures into you, since every new body becomes a target, while rewarding the Gruul reflex to answer problems through combat, scaled up so the answering never stops.
