Goblin Gathering
The joke is the escalation, and the escalation lives in your graveyard. Cast this once and it makes two Goblins, an unremarkable rate for the cost. But every copy you have already resolved counts toward the next one, so the second casting nets three, the third nets four, and a deck willing to load up on four copies and grind through a game turns a mediocre token spell into a runaway board state. The design borrows the self-referential-count trick that Relentless Rats and Shadowborn Apostle built decks around, but grafts it onto a one-shot sorcery rather than a creature: the payoff scales with how many times you have cast the card, not how many you keep alive. That reframes the deckbuilding question from "how do I protect my copies" to "how do I dig to the next copy," which rewards card advantage and graveyard density instead of resilience on the battlefield. The graveyard clause is the whole engine, and it is also the vulnerability: any incidental graveyard hate resets the counter to zero, and a slow start leaves you casting a three-mana sorcery for two 1/1s. It is a build-around that asks for repetition and patience, and pays you back in tokens that arrive faster the longer the game runs.

