Redcap Raiders
The attack rider here manages a real tension in go-wide red: an attack step wants every body pointed at the opponent, but the payoff wants a creature held back to tap. The trigger reads any non-Human you control, which points the design at tribal shells where your board is Goblins, Faeries, or beasts anyway, and where a spare token or a summoning-sick creature isn't doing anything more useful than sitting there untapped. The cost is deliberately small: you tap one untapped non-Human on the swing, ideally a creature that wasn't going to attack this turn or that you were content to leave home. In return the 3/2 becomes a 4/3 with trample the moment it attacks, enough reach to punch a marginal beater through the ground stalls that clog aggressive red draws. It is a role-player built for a specific board texture rather than a standalone threat: with no other non-Human out the rider is inert, and with a wide board it converts an extra body into damage on the turn you'd otherwise be short a way to close. Common-rarity aggro glue for a tribe-agnostic non-Human shell, doing the unglamorous work of making your surplus creatures matter after the alpha strike is already committed.
