Mogg Mob
A 3/3 that turns itself into a piece of instant-speed reach the moment the board gets awkward: the sacrifice clause is what elevates it above the vanilla triple-red goblins it superficially resembles. The triple-red cost is doing two jobs at once, gating the card behind a committed red manabase and signaling that the whole package (body plus burst) belongs in a mono-red shell where three of the same pip is a given rather than a strain. The division across one, two, or three targets is the real flexibility: it can finish a single blocker, split to clear two X/1s, or spread across three creatures to break a stall. The timing wrinkle is subtler than it first looks. Because the creature is gone the instant you pay the sacrifice cost, it cannot itself be answered by removal in response; a dedicated kill spell held for the 3/3 is dead weight the moment the ability goes on the stack. But the damage still uses the stack like any activated ability, so the targets are fair game: an opponent can respond with a pump spell, damage prevention, or by granting hexproof, exactly as they would against a burn spell. What is locked in is the source, not the outcome. It is a goblin built for a deck that wants its threats to also be its removal, collapsing two roles into one three-drop rather than spending a separate spell slot.
