Khârn the Betrayer
Most attack-each-combat berserkers punish you with their body; this one punishes you by keeping it. The 5/1 frame is deliberately brittle, because the real text is the reversal: the moment anything would deal damage to it, the creature does not die, it defects, sliding across the battlefield under an opponent's control. That inverts the usual math of a must-attack beater. You are not managing your own liability so much as timing a handoff, then racing or buying it back before the new controller swings it into you, and the two-card draw on losing control turns each betrayal into a resource swing rather than a loss. The design leans into a rare space: a creature that cannot be killed by damage but can be given away by it, so the damage-prevention clause reads as a drawback and an evasion tool at once. The card stays yours in name only; the ability transfers control, not ownership, so it will keep changing hands across the table without ever leaving play, a passed grenade that hits whoever holds it and rewards whoever loses it. It is a mechanical translation of the source material's mad, indiscriminate slaughter, encoded not as raw stats but as a creature that will turn on its own controller the instant blood is drawn.

