Goblin Test Pilot
The randomness is the joke and the design problem in one. A pinger that taps to deal two damage is a familiar shape, but the target here is chosen at random among all legal targets, which means the gun points everywhere on the table at once: your creatures, your opponent's, both players' faces, planeswalkers, anything that can be hit. Tapping it is a coin flip you cannot fully control, and the more legal targets in play, the worse your odds of pointing it where you want. That makes it a genuinely chaotic engine rather than a reliable removal piece, the kind of card built to generate stories and swings rather than to win on rate. The flying 0/2 body is incidental; the point is the activated ability and the gamble it forces every time you use it. It belongs to a small tradition of intentionally unreliable red-blue gadgets, the Goblin-and-Wizard tinkerer archetype where the flavor of "this might blow up in your face" is mechanically literal. You activate it knowing the math is against precision, and you do it anyway because the payoff swings are large and the texture of play it creates is unlike anything a clean Pingmaster line offers.
