Rage-Scarred Berserker
The enters-trigger is doing quiet combat math, not board-swinging work. A five-mana 5/4 sits well past the aggressive curve, so what justifies the slot is what the body does for something else: it hands one of your creatures a temporary indestructible shield and a point of power, a very specific tool for winning a block or surviving a wrath cast on your own turn. The indestructible clause is the part worth reading twice, because it stacks two protections in one word: your chosen creature trades up in combat without dying, and it walks through the destroy-based removal that punishes a committed board. That makes the Berserker less a beater than an insurance policy attached to a body, best when you already have a creature that matters and want it to keep mattering through one turn of pressure. The catch is the timing. The bonus is stapled to the creature entering, so you get it once, on your terms, and only for the turn: there is no way to hold the shield up on an opponent's swing or in response to a targeted kill spell. It protects a plan you have already committed to rather than reacting to one your opponent springs, which is the honest ceiling on a card that reads like removal insurance but plays like a one-shot combat trick with legs.
