Kill-Suit Cultist
A goblin that cannot help itself: the compulsory-attack clause means this 1/1 throws itself into the red zone every turn whether you have a plan or not, no holding it back to block, no waiting for a better window. The sacrifice ability is where the berserker logic pays off. For black mana you crack the goblin and arm a target creature with a delayed effect: the next instance of damage that creature would take this turn becomes destruction instead. Note the timing trap built into the design: the activation deals no damage itself, and sacrificing the goblin pulls it out of combat, so its own swing can never be the trigger. You need a separate source. A burn spell, a chump-blocker's strike, combat damage from another attacker, any point of damage from elsewhere upgrades into a kill. That matters most against creatures with toughness too high to burn through, since a single point of any damage now ends them outright rather than chipping away. The ceiling is the word "destroy" itself: indestructibility shrugs the effect off entirely, and because the text carries no "can't be regenerated" rider, a regeneration shield will replace the destruction the same way it would replace ordinary lethal damage. What you get is a one-mana body whose entire value is the moment it stops existing, a Rakdos design that treats its own death as the payoff rather than the cost, converting reckless aggression into a clean kill on a problem blocker.
