Wrecking Ogre
The most violent discharge bloodrush offers, and the only one in the cycle that hands its target double strike. Pitch it from hand and an attacker gains +3/+3 and double strike until end of turn; on an unblocked creature that is the +3 doubled stacked on the doubling of its own size, the kind of math that turns a clock you read as two turns out into a single lethal combat step. Every bloodrush card asks the same question: commit a body to the board where removal can answer it, or hold the card as a hidden combat instant that ambushes a blocker or pushes damage through an open lane? Most of the cycle hedges toward flexibility. This one trades flexibility away for raw reach. The hardcast 3/3 with double strike is the floor that keeps the card from being a dead pump spell on an empty board, not what earns it a slot. The catch is the price: the bloodrush cost of is the same five mana as casting the creature, so unlike the cheaper members of the mechanic, this never functions as a cheap surprise. It demands a full turn's worth of mana to fire, which makes it a commitment, not a trick, and a real liability if the opponent has an answer to the attacker you are buffing. What you buy with that five mana is the largest single-combat damage swing the keyword grants.
