Goblin Negotiation
Overkill is usually pure waste: the extra mana you sink into an X-damage spell to guarantee a kill vanishes the instant the toughness runs out. This design refuses to let it go. Every point of damage past what the target can absorb becomes a 1/1 Goblin, so the harder you overpay, the more you get back. Point it at a two-toughness creature with X set to six and you have both answered the threat and left four Goblins standing where the surplus mana would have been thrown away. That inverts the ordinary logic of removal: the fatter the overkill, the better the return. It rewards aiming at small, high-value targets rather than fat threats, and it slots naturally into any red deck that already wants a swarm of expendable one-drops (sacrifice fodder, pump targets, chip attackers). Because the token count is a strict function of excess and not a flat figure, the payoff climbs with both your available mana and the smallness of what you kill, in tandem. The catch sits right where a removal spell is usually needed most: against a genuinely large creature, the excess shrinks to nothing and you get a bare kill with no bodies to show for it. That pull, between the threats you most want gone and the ones that actually pay out, is what makes holding it a real decision rather than a reflex.

