Akki Raider
A goblin that grows whenever a land dies asks the same question every land-sacrifice payoff does: where do all the dying lands come from? The trigger is generous in scope (it counts any land hitting a graveyard from the battlefield, yours or an opponent's, sacrificed or destroyed), but the body is a 2/1 that does nothing on its own until the engine arrives, and red has never had a deep well of repeatable land destruction to feed it. That mismatch is the design tension: the payoff is cheap and the trigger is open-ended, but the fuel was never reliably part of red's toolkit when this kind of card appeared. The cleanest enablers come from fetchlands cracking on either side of the table, or from a land-sacrifice subtheme built deliberately around it, which is a lot of scaffolding to turn a two-drop into a serious threat. What it represents is a payoff printed ahead of an archetype that the supporting cards never quite caught up to: a marker for a corner of red's design space (incremental aggression keyed off land attrition) that the color has flirted with but rarely committed to. The instinct is sound, since a creature that punishes the opponent's own fetch-cracking is a real angle; the execution leans on a sacrifice density the format around it didn't supply.
