Hulk, Always Angry
The wrinkle that turns this from a big red beater into a design statement is the entry trigger: a 9/9 with trample that clears the board of every artifact the moment it lands, indiscriminately, yours included. That is the card modeling the character rather than just naming him. He does not disable equipment or tax mana rocks; he flattens the whole artifact axis, so any deck built around treasures, signets, or an equipment package pays a real cost to run him at all. The two smaller clauses reinforce the theme. Trample answers the chump-block problem any oversized attacker faces, insisting the damage gets through. The compulsory attack (he swings each combat if able) is the flavor doing structural work: this is a creature that cannot be held back for defense or leveraged as a patient threat, only pointed forward. Together the three lines describe a card that wants to be cast into a nearly empty artifact board and then never stops moving, a sharper self-limiting profile than the raw 9/9 body suggests. The mono-red seven-drop that punishes greed rather than rewarding it is a rarer shape than it looks; the artifact wrath is the mechanic that buys back everything the body would otherwise be given for free.
