Hulking Ogre
A 3/3 for was, in an early era of red beatdown, a perfectly aggressive body, the kind of creature red would happily run if not for the price such a rate would demand elsewhere. The "can't block" clause is that price: it shaves nothing off the offense while stripping the defensive flexibility that lets a vanilla creature hold a board. That tradeoff runs through one of the oldest levers in the design toolbox, the same one driving Juggernaut and the various "must attack" beaters: give up the back half of a creature's job to push the front half above curve. For a deck already committed to racing, the downside is invisible; this was never going to sit home on defense anyway. For anyone hoping to play it as a flexible midrange body, the restriction does exactly what it was built to do, which is refuse that option. The math is clean attrition accounting: a body sized for the cost of a creature that does two things, sold for the cost of a creature that only does one.

