Keldon Battlewagon
A 0/3 Juggernaut that can't block and dies the turn it attacks reads like a list of disadvantages until you notice the pump ability is uncapped. The body is inert on its own: this thing does nothing until you start feeding it. Every untapped creature you control is a battery, and tapping one adds that creature's power to the swing, stacking with each activation until a board full of small attackers converts into a single trampling blow that lands wherever the opponent's blocks fall short. The trample is doing real work here, since oversized power needs somewhere to go. What keeps an unbounded attacker from breaking anything is three deliberate brakes: it can't block, so it never defends; it sacrifices itself at end of combat the moment it swings, so the giant hit is a one-shot you only get once; and powering it up taps your own creatures, the same offensive-tapping resource this era was experimenting with elsewhere, draining your board exactly when you commit to the attack. The result is less a finisher than a conversion engine, an artifact that only earns its slot in a deck built to hoard creatures and cash them all in at once. It is a clean window into an early-era idea: turning the tap symbol, normally a defensive cost, into a way to launch one decisive offensive strike rather than grind out incremental value.
