Ogre Siegebreaker
A repeatable removal engine gated behind damage, which is a stricter fence than it first sounds. The activated ability only reaches creatures that were dealt damage this turn, whether by the body's own swing or any other source, so something has to open the wound before the mana closes it: deal damage first, and only then does the four-mana investment become an executioner. That coupling of attacker and finisher in one 4/3 frame is the point. It punishes the defender who blocks to survive, since surviving with a scratch is exactly the condition that arms the destroy: chip the blocker, then pay to remove it once the damage sticks. Against a stalled ground it becomes a slow but inevitable pressure valve, converting stalemates into one-sided attrition. The Rakdos pairing fits the mechanism cleanly, black supplying the destruction and red the aggression that generates the damage in the first place, but the real limiter is mana. Each activation is a full four, so the engine wants a long game and a table of open lands, which sits in tension with the aggressive stats it wears. This is a berserker built to escalate a fight it started, not a control piece that answers threats from a clean board. Note the wording: any creature dealt damage this turn is fair game, so the ability can finish a blocker that survived combat against someone else's attacker, not just its own.
