Qal Sisma Behemoth
A 5/5 for three mana is the kind of rate red almost never gets to print, so the cost has to land somewhere else, and here it lands on the body's ability to do anything at all. The tax sits on combat itself: the Behemoth is a blank until you find an extra two mana, and it owes that toll every turn it wants to swing or stand in the way. That makes the curve a fiction. You play it on turn three for the tempo headline, but it is really a five-mana attacker the first time it matters and a five-mana blocker every time it has to hold the fort, with the two-mana tax recurring rather than paid down once. The design trades the predictability of a fair body for a spike of stats that punishes a stumble: miss your land drop and the giant just stares at the board. It belongs to the lineage of red beaters that overshoot the curve and charge interest for it, where the printed number is bait and the real cost is paid in the mana you no longer have for tricks or removal in the same turn you commit to combat.
