Overzealous Muscle
A 5/4 for five is a body opponents are happy to trade down against or gang-block into oblivion, and this ogre is the payoff that asks whether you were going to point spells at your opponent anyway. Because targeting an opponent, their permanents, or their graveyard all count as crimes, nearly any incidental removal spell, ping, or discard effect cast on your turn doubles as combat armor: aim a burn spell at the blocker, then send the ogre in unafraid of the double-block. The design discipline lives in the timing window. The indestructible lasts only until end of turn and triggers only on crimes committed during your own turn, so it shields an attacker and evaporates before the crackback. That asymmetry is deliberate. It pays out proactive, forward-facing plays and gives nothing to reactive holdups. The stat line does its own work here: five power closes games fast, and four toughness is precisely the number that folds to conventional burn and combat math, which is what the crime trigger patches over. What it cannot do is defend itself on the swing-back, or on any turn you have no crime to commit. This is a beater whose durability is borrowed from your other spells: an engine payoff wearing a bruiser's frame, only as sturdy as your turn is aggressive.
