Conduit Goblin
Energy has spent most of its life in Temur and green-adjacent shells, a resource for artifacts and ramp; grafting it onto an aggressive two-drop in Boros colors is the entire design premise here. The body arrives pre-stocked with exactly two energy, and the combat trigger spends one at a time to hand another attacker +1/+0 and haste. Two counters mean at most two activations from a single copy before you need an outside source, so the energy behaves less like a renewable engine and more like a pair of built-in, pre-paid combat pulses. The haste clause is what those pulses actually buy: it grants the sequencing freedom that aggressive red-white decks care about most, letting a creature that would otherwise sit out a turn deploy and swing on the spot, with the boost pushing it to trade up or slip the last points past a blocker. The +1/+0 is modest on its own; haste is the load-bearing half, converting a fresh drop into an immediate clock and rewarding a wide board of small attackers over one committed threat. Because the energy is banked on entry rather than generated over time, the card scales with redundancy: pile in other energy producers and the combat step becomes a recurring source of surprise reach, run it alone and you get two clean turns of tempo before the trigger simply has nothing left to pay for.
