Krark-Clan Shaman
The trick to reading this Goblin is that the sweep and the suicide arrive together. As a 1/1 without flying, it sits in its own blast radius: the first activation deals a point to every nonflyer including itself, so it leaves play the moment it fires. The repeatability lives entirely on the stack. Hold priority and you can crack several artifacts in a single window, stacking the activations before any of them resolve, then let one point of damage land for each across the whole ground at once. The flying exemption is the deliberate seam: your evasive threats clear the carnage while the opposing board stalls underneath. This is the offensive face of the early artifact-matters idea, where artifact count becomes ammunition you spend rather than a board you protect: spare equipment, leftover Spellbombs, the chaff of a glut-of-permanents shell, all converted into a Pyroclasm-sized burst you assemble in one sitting. The deck this asks for treats its own artifacts as expendable and accepts that the Shaman dies in the explosion it sets off; a one-drop is cheap enough that trading it for a swept-out ground is the deal on offer. The fuel cost is the balancing wall, not the timing: there is no slow grind here, only a single detonation whose size you decide by how much fodder you are willing to feed it at once.
