Goblin Caves
Three conditions stack between this Aura and any effect: it has to enchant a land, that land has to be a basic Mountain, and there have to be Goblins in play for the buff to land on anything. Clear all three and the payoff is +0/+2, a toughness pump with no offensive component at all. That makes it the rare tribal Aura built to keep an aggressive creature type alive rather than to make it hit harder, a survivability tax on a tribe that historically wanted to be racing the opponent's life total instead of grinding through combat. The fragility is total: lose the Mountain to land destruction, or change its typing so it stops being a basic Mountain, and the card reverts to doing nothing whatsoever. This comes from a period when tribal payoffs were scarce enough to be worth printing at all, lands were a normal target for Auras, and developers were comfortable shipping permanents whose entire function evaporated if one condition failed. The toughness-only direction is the giveaway that this was never meant to break a board open; it exists to drag small Goblins through damage-based removal and combat. What survives is a snapshot of tribal identity, basic-land typing, and enchant-permanent templating all being worked out before later sets imposed the guardrails that would have flagged a card this conditional.

