Goblin Artillery
The asymmetry of the activation is the whole design tension: every shot it fires costs you more life than it deals. Two damage to any target, three back to your own face; the math never breaks in your favor on raw life totals. What that buys is a repeatable artillery piece on a body durable enough to survive the ping wars it starts. The 1/3 frame matters more than the power: it sits behind a wall, picks off X/2s and X/1s every turn, and shrugs off the kind of incidental damage that would kill a flimsier shooter. The self-damage clause is the leash, and it pushes the card toward a specific kind of pilot: one with a life total to spend and a board state that rewards grinding down small creatures rather than racing. It belongs to an old lineage of red pingers that ask you to pay for repeatable removal in a currency other than mana, the way Goblin Sharpshooter pays with timing and Cunning Sparkmage paid with setup. Here the currency is your own life, dealt to you each time the ability resolves, which makes it a control tool dressed in red's colors: a card that wants the game to go long enough for two-at-a-time attrition to matter, in a deck disciplined enough not to bleed out doing it.

