Insatiable Souleater
Five power for four mana on a body that dies to a stiff breeze is the oldest trade in the game, and the question with a 5/1 has always been how to make the damage land before something blocks it. The trample option answers that, but the more interesting thing is how it gets paid for: a colorless artifact creature reaches for a green keyword without ever touching green. Spend two life and the green requirement evaporates. That is the design conceit at work: an ability gated behind a color becomes available to anyone willing to pay in flesh. Here the rate is gentle enough that the life cost rarely stings; a couple of points to push damage through and you call it even. Trample is a binary state, not a stacking pump, so you pay once per turn you want it and stop; nothing is gained by activating twice. The fragile toughness is what keeps it in check. A 5/1 with trample is a real clock, but it folds to any damage-based removal, any pinger, and any blocker that can chip a point off it (even a 1/1 token trades up). So the card asks to be the aggressor while it still has tempo rather than a fixture you defend.
