Mogg Bombers
A grenade with a pin you cannot reliably pull. The body is a perfectly stable 3/4 for four, the kind of blocker that holds a ground stall together, but the trigger turns every creature that follows it onto the battlefield into a hand grenade: the next creature anyone resolves, yours or theirs, blows this Goblin up and throws three damage at a player or planeswalker. The "another creature enters" condition is deliberately unfriendly, and it carries the entire balancing act. There is no targeting choice on the sacrifice, no way to bank the trigger, no opt-out: the moment a token, an opponent's creature, or your own follow-up drop hits the battlefield, the timer runs out. It reads like a payoff and plays like a liability, because the most natural thing to do with a four-mana creature (develop further) is exactly what detonates it. The era this came from was full of these self-defeating engines, cards whose drawback was load-bearing rather than incidental, and the joke here is structural: a Goblin whose explosive potential is gated behind doing nothing afterward. The reward is fixed and small, three damage to the face, and the cost is your entire board-building tempo. It is a puzzle box where the puzzle is figuring out how to keep your own deck from setting it off before you want it to.
