Summit Intimidator
The enters-the-battlefield "can't block" clause reveals what this Yeti was built to do: attack into a stalled board, not trade in one. Reach makes it a competent defensive body on its own, but the trigger points the other direction, stripping a blocker off the opponent's defense the turn it arrives and opening a lane for whatever else you're swinging with. That pairing (a body that can hold the ground plus a removal-of-defense stapled to the front end) makes it a tempo piece dressed as a midrange creature. The 4/3 frame is deliberately fragile: enough power to punish through the hole it just made, little enough toughness that it wants to be racing rather than grinding. Reach also quietly answers one of the color's oldest problems, since red rarely gets clean ground-level access to flyers; here it comes attached to a creature whose real job is offense. What keeps the design from being a pure aggressive engine is that the "can't block" lasts only the turn it enters, so the tempo swing is a single beat rather than a recurring lock. It rewards a board already ahead more than one trying to claw back, which is exactly the axis red midrange has always wanted to lean into.
