Gollum, Scheming Guide
The attack trigger is a two-part gamble bolted together: first you smooth your top two cards into whatever order you want, then you dare an opponent to call the card you just arranged. That sequencing is the whole trick. Because you look and reorder before the guess happens, you always know the true answer, and you get to decide which kind (land or nonland) you would rather bait them into calling. A correct guess pulls the little Halfling out of combat, so the downside is only tempo, never a card or a life total. A wrong one draws you a card and makes the attack unblockable, which on a two-power body is a modest but reliable clock. Note what the trigger removes from the equation: once it resolves, Gollum is either withdrawn from combat or impossible to block, so he never actually gets stuck in front of a defender. The design leans on the psychology of a bluff more than the math of a coin flip: an opponent has to read whether you salted the top with a land to sell a fake, and you profit from their read either way, since even the "bad" outcome just resets the attacker rather than punishing you. It is a card-advantage engine wearing the mask of a mind game, and the flavor of the character (endlessly wheedling, always angling for an edge) sits exactly on top of the mechanic. The catch is durability elsewhere: a 2/1 that wants to keep swinging still folds to any removal spell, so the value only compounds if the board lets the guessing game keep running.


