Champion of the Weird
The additional cost is the whole negotiation here: to field a 5/5 that also carries a repeatable sorcery-speed ability, you must behold a Goblin and exile it, tucking one of your own bodies or a Goblin card from hand underneath this one. Crucially, that exile is not a sacrifice. When the Champion leaves play, the exiled card goes straight back to its owner's hand, so a nontoken Goblin you paid is on loan, not spent, and it never touches the graveyard along the way. That distinction rewrites how removal interacts with the card. Kill the Champion and you are effectively handing the exiled Goblin back for free, which blunts the tempo hit that behold costs usually impose: the opponent trades a spell to return your resource to you. The Blight activation asks for a fresh cost each time it fires (a point of life plus the Blight 2 payment), and the sorcery-speed clause forbids ambushing an opponent at end of turn, marking this as a grind tool leaned on across several turns rather than fired in a pinch. What makes the design cohere is that all three lines pull the same direction: you want Goblins on the board or in hand to feed the entry cost, a life total you can afford to bleed to run the ability, and a plan that treats a dead Champion as a refund rather than a two-for-one. It is a payoff built for a tribe that expects its bodies to keep circling back.


