Ral's Staticaster
The whole ceiling is written in your hand size, and the whole floor depends on a specific planeswalker already being in play. Without a Ral on the battlefield, the attack trigger never checks its condition; you are left with a trampling 3/3 whose second ability sits dormant. With one, hoarded cards convert directly into combat damage, scaling the power past blockers and turning an unspent grip into a clock that sharpens the longer a stalled game goes. That conditional makes this a glue piece rather than a standalone beater: it wants a planeswalker shell built first, then pays off the deck leaning on that character. Trample is the deliberate partner to the pump, not incidental. A creature swinging for plus-one per card is wasted if it gets chumped into nothing, so the keyword guarantees the hand-size bonus lands where it matters, on the player or planeswalker across the table. This is signpost design in the classic sense: a midsize body that names a character and points you toward building around them. It rewards the counterintuitive plan of keeping cards rather than emptying your hand, cashing the whole grip in during a single attack step, which is exactly the tension with red-blue's usual impulse to spend everything before combat.
