Halo Hunter
An enters-the-battlefield trigger that names a single creature type and nothing else is an unusual amount of conviction for a beater to carry. It destroys an Angel on arrival, unconditionally where it lands: no flying clause, no power restriction, just the named tribe and nothing adjacent. That narrowness is what pays for a 6/3 that mostly cannot be chump-blocked. Intimidate funnels it past everything but artifact creatures and other black bodies, which on most boards means it connects, and the three black pips in its cost ask for a committed mono-black manabase to do it. The 6/3 frame tells the rest of the story: enormous offense stapled to a toughness that folds to almost any burn or trade, a glass-cannon Demon built to swing once or twice and trade up rather than anchor a board. Flavor and function line up cleanly here, a hunter of Angels that kills one as it enters and then runs at whatever survives. Without a winged target to point it at, the trigger reads as a may-as-well rider on a five-mana body, and that is the honest read; the card is at its sharpest when the opposing board has an Angel on it and a black deck is willing to spend three of its pips to delete it.
