Battle Cry Goblin
A Goblin lord effect turned inside out. Where most anthems sit static on the board, this one bottles the pump into a repeatable activation: two mana swells the whole team and, just as importantly, hands haste to any Goblin fresh off the cast, so it joins the assault the turn it arrives. Bolted onto the same body is pack tactics, which mints a tapped-and-attacking token, but only when your declared attackers already total six or more power. That threshold reads on attack declaration, which points the two abilities at each other in a specific order: you activate the pump before combat so the extra power pushes a wide board over the six-power line, and then the token shows up the moment you swing. Six total power is trivial on a developed board and unreachable in a stalled one, so the free attacker only materializes on turns you were already winning the race, never as a lifeline from behind. That gate is what stops a self-replicating threat from snowballing in exactly the games where it would be unfair. Play it to its design and the loop tightens each turn: pump for haste and reach, swing, spawn a body, then arrive next turn with more mana and a wider board to pump again. Among red's small-Goblin aggressors that reward flooding the board early, few compress the anthem and its payoff onto one two-drop this cleanly.



