Iron Giant
Seven mana for a 6/6 with vigilance, reach, and trample is not a rate anyone builds around, and that is the point of a card like this: it exists to represent a summon, not to compete on the efficiency curve. The three keywords stack into a single-body answer to most of what a battlefield throws at it. Vigilance lets it swing without dropping its guard; reach pulls fliers into range it would otherwise cede; trample refuses to let a chump-blocker eat the whole hit. What that combination buys you is a creature that behaves the same whether it is attacking or defending, which is exactly the profile a top-end beater wants when it lands late and needs to matter immediately. The Demon type is the design's one small tension: an Iron Giant reads as a construct, and the artifact half of its type line honors that, but the game files it under the same tribal umbrella as its sacrifice-fodder and reanimation targets. There is nothing hidden here and nothing that needs decoding; the keyword suite is the whole argument, a defensive-and-offensive omni-body priced for the ceiling of a curve rather than its middle. A card built to close a game once you have already earned the mana to cast it.
