Vaultguard Trooper
A 5/5 for five in red is the honest half of this design: an above-curve body that trades no keywords for its size, priced to land as a threat first and a payoff second. The end-step ability is where the intent shows. Red gets card advantage rarely and almost always at a cost, and here the cost is your whole hand: a rummage that empties everything and refills with two, gated behind having enough tapped bodies to trigger it. That tap requirement is what makes the effect an aggressive one rather than a generic reload. It rewards the deck that has already committed to combat, either by swinging in or by fielding creatures that tap for value, and it punishes the hoarder, since the discard is total and the draw is fixed at two. The card wants an empty grip, not a full one: you cash a stale hand for fresh gas rather than dumping resources you would rather keep. It reads as red's translation of the wheel effects that live more comfortably in blue and black, ported into a shell where tapped-out attackers are the norm rather than a liability. The friction is deliberate: the reload only comes online once you have already spent your board, so this is a card for playing forward and refueling afterward, not for sitting back and drawing into a plan.
