Wall of Granite
A red wall is itself the design statement. Defense is white and green's structural job: white walls things off behind toughness, green grows past attackers, and red, the color of aggression and impulsive damage, is the one that is supposed to be bad at sitting still. So a 0/7 that cannot attack reads almost as a joke at red's expense, and that is precisely the point of where it was printed. This came from a set aimed at brand-new players, where the lessons were deliberately blunt: here is a creature, here is what attacking and blocking mean, here is a body whose only function is to stop a swing. The seven toughness is the whole pedagogical idea, big enough that an early-game beatdown simply stalls into it while a new player learns to set up their own offense behind the wall. Stripped of any activated ability or upside (no firebreathing, no damage-dealing trick, nothing that would let it earn its red pips strategically), it survives as a clean artifact of an introductory set's design philosophy more than as a card with an evergreen role. It is red's color identity used as a deliberate counterexample.

