Goblin Shrine
Two clauses turn a modest tribal anthem into a genuine liability, and that double conditioning is the whole point of the card. The buff only switches on while the enchanted land is a basic Mountain, so the bonus is contingent on a manabase you have committed to and an opponent who can strip a single permanent to shut it off. The second clause is the real bite: when the Aura leaves play, it scorches the exact board it was built to support, dealing 1 damage to each Goblin creature. Because it enchants a land rather than a creature, the trigger lives or dies with the land beneath it; destroy the Mountain or peel the Aura directly and the team takes the burn on the way out, which can finish off whatever a recent attack or sweeper already weakened. The mid-90s color philosophy is doing the balancing math here: red is allowed a small, anthem-style boost, but the price is fragility and self-harm rather than mana. It belongs to a design sensibility that attached built-in drawbacks to even minor tribe-wide buffs, before the modern convention of clean, unconditional lords settled what a Goblin anthem is supposed to look like.



