Hot Pursuit
Goad forces a creature to attack; suspect grants it menace and forbids it from blocking. Stapling both onto one target does something neither does alone: it turns an opponent's creature into a permanent front-line attacker that cannot turn around to defend, and it swells the pool of tagged creatures across the table. That pool is the whole point of the second ability, which lies dormant through the early and middle game and only fires once two players have lost. At that threshold the enchantment stops nudging combat and starts seizing it, pulling every goaded and suspected creature under your control for the turn, untapping them, and giving them haste for a single coordinated swing. So the card wears two faces. Before the pod thins out it is a two-mana political needle, tagging a threat and pointing it elsewhere. Once the game grinds down to a duel-in-progress it becomes a mass-theft finisher, and the elimination gate is exactly what pays for that ceiling: the reward is largest precisely when the survivors have the most invested on the board. The design asks for patience and a habit of spreading goad and suspect widely across a long game, banking resentment turn by turn, then cashing all of it in on the turn the political math finally tips over. It is a slow-cooking threat disguised as an annoyance, and the tag it hands out early is the resource it steals back at the end.

