There are also some cards that are stronger if you have the initiative, too
Kalamax, the Stormsire fits into this mold very well
Cards that grant evasion make sure it connect, like Whispersilk Cloak or Rogue's Passage, while its built-in recursion ensures it comes back even after dying
For a low cost of just a single ink, this ruby card allows a character who has taken damage to gain an extra three strength this turn
Our last Red creature is the Stone Spirit, which is just a big giant 'Elemental Spirit' dude who seems to be slouching there, but closer inspection shows that he's actually fused to the rocks around him, so much that a tree is growing out of his shoulder
The two-drop 2/3 deathtouch is just a whatever filler card, and the pseudo-kicker pushes it into the realm of playable, but by leveraging Inscription as even more ways to draw late-game Adversaries, you get to play a pretty good split game where you have a good spread of early-game action that doubles as solid late-game topdecks