Forerunner of the Empire
The two abilities read as separate cards, but they are built to feed each other. The enter trigger tucks a Dinosaur onto your next draw, so the card you're about to see becomes the fuse for the second ability, which turns every Dinosaur that subsequently arrives into a point of damage to each creature. Wire them together and the design intent is plain: flood the battlefield with Dinosaurs and convert each entry into incremental board-wide damage, shredding decks built on small bodies while your own large ones shrug off a point at a time. The optional wording ("you may") is where the finesse lives: each Dinosaur entering can be a board-wide sweep or a no-op, so you can hold fire while your own X/1s are exposed and pull the trigger only when the opponent's board is soft. The engine punishes toughness, not power, an unusual axis for red, and it wants a wide count of Dinosaurs that can eat a ping without dying. The 1/3 frame is the brake, though not because a single trigger kills it: one point of self-damage leaves it a 1/3 with a point marked. It survives mostly by being too small to demand removal, and it only falls to its own engine when several Dinosaurs enter in one turn, or when other burn stacks on top. That is the tension the whole card runs on: a repeatable sweeper priced cheap because it asks the pilot to keep the board asymmetric.
