Goblin War Party
Entwine is what makes this two-card decision one card. Split apart, both halves are unremarkable: three 1/1 Goblins for four mana is behind the curve, and a +1/+1 team pump with haste is the kind of finisher aggressive red decks have printed dozens of times over. What the card is really selling is the entwine mode, where three fresh bodies arrive with haste and the +1/+1 already applied, turning an empty board into six power that all attacks the turn it lands. That is the alpha-strike button, and it costs on top of the base line to press.
The design is honest about what it is doing. The two modes read as complementary because they are: mode one supplies the creatures, mode two arms them, and entwine is the premium you pay to skip having to draw both at the right moment. It rewards a deck that wants a go-wide payoff it can also deploy as raw token count when the board is fuller, without splitting those uses across separate cards. The tension is entirely about tempo versus reach; the base modes give you a floor early, and the entwine cost turns the same card into a lethal reach spell later in a race. It is a token-swarm closer with a built-in second gear.
