Stingerback Terror
A 7/7 flier with trample for four mana is a rate the game almost never offers at face value, and the -1/-1-per-card-in-hand penalty is the invoice that comes due. Ordinarily a big-mana bomb rewards a full grip: you hoard answers to protect the threat once it lands. Here the reverse holds. Every card you hold while this sits in play shaves a point off both stats, so the monster is at its largest precisely when your hand is empty and the modifier reads zero. That inverts the usual anxiety of casting an expensive haymaker: your own cards are the thing shrinking it, and you are safest attacking off a spent grip rather than a defended one. Plot is the mechanism that reconciles the two impulses. Pay to exile it a turn early, and you buy yourself a turn to empty the rest of your hand before it ever hits the battlefield; it lands later as a free sorcery-speed threat with nothing left in your grip to hold it down. So the sequencing rewards spending down rather than punishing it: dump your resources, plot the Scorpion Dragon, and cast it the following turn at or near a full 7/7 for no mana. The body is only as large as your discipline in shedding cards, and the flying-trample frame means that when it does connect at full size, very little on the ground stops it. Read together, the penalty and the alternative cost describe one play pattern: empty the hand, then let the terror show up at full weight.



