Pyroceratops
The design problem here is that spells-matter payoffs and creature-based aggression usually pull a deck in opposite directions: one wants a low creature count and a full grip of cheap noncreature spells, the other wants bodies to attack with. This tries to be both halves at once, a growing threat that scales off the exact plays a spellslinger deck already wants to make. Every burn spell, cantrip, or removal spell you fire off leaves a counter behind, so the clock accelerates as a side effect of the game you were playing anyway. Trample does the work of turning that growth into damage: a 2/3 that swells to five or six power over a couple of turns has to get through chump blockers, and trample means the incremental counters translate into incremental damage rather than stalling against a single 1/1. The catch is the same one every spells-matter creature carries. It does nothing the turn it lands, it eats a removal spell for the cost of a single card, and its value is entirely front-loaded into a board state that hasn't happened yet: cast it into an open board and it grows, cast it behind on the board and it dies before the counters matter. This is the aggressive end of the spellslinger payoff spectrum, the one that wants to end the game rather than grind it, and its ceiling depends entirely on how many spells the surrounding deck can chain before combat.
