Mad Auntie
Goblin tribal usually lives in red, where the lords come cheap and the swarm comes fast. Putting one in black does two structural things at once: it stitches the tribe into a color that does not natively reward going wide, and it changes what the anthem is protecting against. The +1/+1 boost is the familiar half, a tribal lord pumping every other Goblin you control. The regeneration ability is where the design earns its color. Black is the color that bargains with death, and here that bargaining is aimed at keeping a single Goblin on the board through a removal spell or a losing combat trade. That matters more in a tribe built on cheap, individually fragile bodies than another point of toughness would; a regenerated lord-fed attacker survives the block that was supposed to break the swarm's math. The tap requirement keeps it to one save per turn, and the "another target" clause means she cannot protect herself, only the rank and file. The role she fills is closer to an insurance policy with a clock attached than to a finisher: she makes the wide board both bigger and stickier, and she does it from the color that historically had to splash for its Goblins rather than build around them.





