Nether Horror
A 4/2 for four mana is the kind of math the core-set common slots were built to teach: enough power to threaten a real chunk of life, a toughness flimsy enough that almost anything trades with it. The shape is deliberate. Four points of beatdown matters early, when the opponent has nothing to block with and a 4/2 races a 2/2 with room to spare; it stops mattering the moment the board fills out and every chump or trade kills it for free. This is the curve-filler with a built-in expiration date: it punishes a slow start and then turns into a liability against a developed board, which is exactly the offense-now, fragile-later profile an entry-level aggressive deck wants from its creatures. There is no evasion, no keyword, no late-game relevance to lean on; the whole design rests on whether the four damage lands before the toughness becomes a problem. The Horror type does no mechanical work here either, leaving the card to be precisely what its numbers describe: a body that hits hard, dies easy, and asks the pilot to spend it before the window closes.
