Stampeding Serow
A 5/4 trampler for four mana is an aggressive rate, and the upkeep clause is the bill that comes due for it. The bounce drawback shows up on a handful of overstatted beaters, but this one narrows the cost in a telling way: only a green creature can pay it, so the body returning to hand has to share the card's color rather than coming from anywhere on your board. That restriction is the real tension. In a pure-green shell you are returning something you wanted attacking; in a deck built around it, you are re-buying a green creature's enter trigger every upkeep and treating the downside as an automatic recursion outlet. The trample matters because the Serow wants to be the one creature you never bounce: it stays down, hits hard, and lets the smaller green bodies cycle through the loop above it. Left to run on autopilot it slowly empties your own side, which is the honest read on why such a large body costs so little. The card is only as good as the green enter-the-battlefield triggers you can feed it, and that ceiling, rather than the stat line, is what defines it.
