Sunder Shaman
Gruul rarely gets to run maindeck artifact and enchantment removal without splitting a slot; this stapled two jobs onto one aggressive body and asked neither half to compromise. A 5/5 for four is an honest beater on its own, and the combat trigger turns it into recurring disenchant duty: every hit that connects strips a permanent, so a fair deck leaning on artifact or enchantment engines pays a tax each turn it leaves one on the board rather than eating a single one-shot answer. The evasion clause is more limited than it looks and worth being precise about: capping the card at one blocker stops gang-blocks, but a lone chump slips right through the restriction. Without trample, a single 1/1 token blocks the whole 5/5, absorbs the damage, and shuts off the trigger entirely, so the "can't be blocked by more than one creature" text is a defense against multi-block math, not a delivery guarantee. That gap is the real tension in the design: the trigger only fires when the attack gets through, and getting through is exactly what a permanents-based opponent can most cheaply deny by chumping. The line of Gruul creatures that reward attacking with a bolted-on effect runs long; this one points its effect squarely at the artifacts and enchantments those fair decks would rather not have to keep protecting, and lives or dies on whether it can actually land the swing.

