Quaketusk Boar
Reach, haste, and trample stapled onto a 5/5 for five is a deliberately unglamorous stack of keywords, but the three together cover the exact gaps a big red creature usually leaves open. Haste means the body never spends a turn as a sitting target; trample means chump-blocking only delays the damage; reach means the standard red weakness (getting flown over or held off by a single flier) is closed. It is the rare aggressive top-end that answers a defensive board and pressures the opponent's life total in the same attack step, and it does so at common-tier plainness with no activated ability, no upkeep tax, no build-around clause. What balances it is simply the five mana: this is a curve-topper, not an early beater, and paying five for a creature with no card advantage attached asks the deck around it to already be ahead. The design lineage here is the honest vanilla-plus red fatty, the kind of creature that exists to convert a tempo lead into a finished game rather than to generate value. Reach is the quiet outlier on that line, since red rarely gets it: attaching it turns a straightforward beater into a two-way threat that can also hold the ground against the aerial answers that normally punish a ground-bound attacker.
