Goblin Cannon
The sacrifice instruction lives after the colon, which is the whole reason the rate is worse than it looks rather than better: because the sac is an effect and not an activation cost, you can hold priority and stack as many activations as your mana allows before any of them resolve, machine-gunning out three or four damage in a single window. That flexibility is the only thing the design has going for it, and the arithmetic still buries it. Four mana to deploy, then two more for the first point, and every additional point is another two on top: the curve to threaten anything meaningful runs steeper than nearly any other repeatable burn source ever assembled. The name promises artillery; the rate delivers a slingshot you have to reload with a wallet. What design intent survives lives in the corner where the sacrifice itself is the payoff: feeding the artifact to something that rewards artifacts dying, or scraping a last point of reach onto a low-life opponent or a planeswalker when nothing cheaper is in reach. Even there it is not the efficient choice, since cheaper sacrificial artifacts cover the same trick. It reads as a flavor exercise the cost grid never reconciled, common-tier fodder from a period still calibrating repeatable burn before the lesson settled in: with a pinger, you are paying for the repetition, not the damage, and this one charges full freight for both.
