Velukan Dragon
Seven mana buys a 5/5 flier that rolls a six-sided die every time it swings or blocks: the base body is fine, and the die roll bolts on somewhere between zero and five extra power the moment it enters combat. That variance is the whole pitch. Most fatties at this cost commit to a fixed threat that opponents can math out precisely; this one makes the defender solve a range instead. A blocker that survives a 5/5 might not survive a 10/5, and a race that looks lost by two points can swing on a six. The design leans into the era's fondness for physical randomizers, treating the die as a combat resource rather than a novelty: because the roll happens on both attack and block, the swing works defensively too, letting it kill something bigger than its printed power would suggest. The floor (roll a one, get nothing) is the tax you pay for the ceiling, and the ability is deterministic only in that it always fires. It is a Dragon built around the gambler's instinct that the next roll is the good one, and unlike a card that scales off board state or graveyard size, it asks nothing of your deck except that you keep attacking into a number your opponent cannot pin down.

