Goro-Goro, Disciple of Ryusei
The haste ability is the setup, not the payoff; the real design lives in the second line and the restriction attached to it. This is a two-mana body built to power a modified-creature engine, gating a 5/5 flying Dragon Spirit behind a specific, aggressive requirement: you can only pay the cost while you control an attacking creature carrying Equipment, an Aura, or counters. That restriction does two things at once. It ties the payoff to the gear-up plan the Goblin's own haste ability supports, and it forces the whole sequence into the combat step, after you have already committed to swinging. The Dragon Spirit is not a value bauble you tick up at leisure; it is a reward for having built a modified attacker and sent it in. What makes the card cohere is the pairing of two red instincts that rarely share a card: the mass-haste enabler that wants creatures thrown at the opponent immediately, and the token generator that wants a modified battlefield to unlock. Goro-Goro asks you to do both in the same turn. The cost to produce each Dragon is flat, and the condition is binary rather than scaling: one attacking modified creature satisfies it, and that same creature can attack again next turn to open the window anew. So the engine does not demand ever-more modification, just one qualifying attacker per combat you want to spend five mana in. It is aggression with a gate, a red commander that wants counters and Equipment as much as it wants bodies.






