Oliphaunt
A war-elephant built as a battering ram, and the design leans entirely into the charge. The 6/4 body wants to swing rather than block, and its attack trigger hands +2/+0 and trample to another creature you control, turning the Oliphaunt into a rider that pushes a second attacker through a clogged board. That trample donation is the interesting half: a wide ground stall is exactly the situation where a lone big body bogs down, and shipping the boost to a creature that already connects converts the Oliphaunt's aggression into damage that would otherwise get chumped. Mountaincycling is the pressure valve. Six mana for a creature that needs a follow-up is a real gamble on any turn you are behind, so the option to pitch it for and tutor a Mountain to hand (a red source, not just a colorless fixer) means the card is rarely a dead draw: a threat when the board is developing, a fetch when it is not. The floor is a Mountain in hand, the ceiling is two trampling attackers, and the choice never happens at cast time. Cycling is a discard-and-search activation from your hand, so you decide which half of the card to use the moment it matters, paying only the
and holding the rest of your mana for the turn.


