Goblin Dynamo
Two pinger modes in one shell, and the second cashes out the first. The tap ability is a slow drip, plinking off one-toughness creatures or chipping at a player one ping at a time, an attrition tool that token-and-removal control decks lean on across long games. The sacrifice line is where the seven-mana investment earns out: pump X into a one-shot bolt scaled by whatever mana you can spare, then convert the body into a finisher or a removal spell aimed wherever you need it. The two abilities pull against each other, and that tension is what keeps the design honest. The repeatable damage wants the creature alive and tapped each turn; the sacrifice wants you to cash it in for a burst. You cannot do both, so each turn forces a read on the board: is this a long-game engine or a single decisive shot? A 4/4 costing this much is a payoff card rather than a curve-filler, rewarding decks willing to flood out and turn excess lands into damage. The flexible "any target" clause on both modes is what keeps it relevant: it answers creatures, planeswalkers, and faces with the same button, which is more reach than a vanilla Goblin Mutant of that size has any business carrying.
