Strongbox Raider
A 5/2 is a body built to attack and to accept losing the trade the turn after; two toughness means combat, or almost any burn, ends it, and an aggressive deck signs up for that willingly because it plans to be ahead before the exchange matters. The raid clause is the hinge. It asks only that you already attacked this turn, which a red aggro deck was doing regardless, and converts that commitment into card selection: exile two off the top, keep temporary rights to the better one. That impulse-draw framing (play the chosen card, but only through the end of your next turn) is what keeps the reward from softening the deck's plan. You cannot stockpile the card, so the payoff reinforces the tempo it was cast into rather than pivoting you toward a grindier game. It belongs to the long red project of stapling refuel onto creatures that were going to swing anyway: the resource a low-curve deck runs out of first is cards, and this hands them back precisely to the deck that has emptied its hand and needs a reason to keep pressing.
