Rhino's Rampage
Fight spells have always struggled with a targeting problem: your creature and theirs both take damage, and the payoff is one dead blocker for one card. The design fix here is to pay you back for overkill. The +1/+0 nudge is not there to win the fight outright; it is there to manufacture the excess damage that unlocks the second clause, turning what would have been wasted power on a small creature into a free artifact kill. That coupling justifies the card over a plain fight: you are being taxed nothing to answer a mana rock, a Signet, an equipment, or a cheap combo piece, provided your creature swings big enough to punch through. The hybrid cost is doing real work too, letting either half of a Gruul manabase cast it off a single source without straining fixing. The ceiling of the noncreature clause is deliberately capped at mana value three or less, so it clears the low-cost artifacts that grease green-red decks' bad matchups without becoming a catch-all sweep for expensive threats. It rewards you for keeping a genuine beater on board, since a big enough attacker converts a one-mana removal spell into two-for-one value; against a smaller board it is just a fight, and the artifact rider quietly does nothing.


