Mogg Squad
Red almost never asks you to keep your own board small, which is exactly the friction this goblin is built around: a body that reads the entire battlefield and shrinks by one in both dimensions for every other creature in play, yours and the opponent's alike. The penalty is symmetric and unconditional. There is no toggle, no upkeep payment, no choosing which creatures count, just a continuous count that updates the instant anything resolves or dies. That makes timing the whole proposition. Cast it into an empty board and you have a properly sized two-drop beater; cast it into a developed one and you are paying full price for a creature that may already be dead before it can attack. The design pulls against the grain of aggressive red, which historically wants to flood the table with cheap bodies and crash into a developing board. This goblin wants the opposite: it is largest in the opening turns and again after a sweeper resets the count, and it rewards the deck disciplined enough to keep its own side thin. The cleanest expression of a narrow idea, an early aggressor at its best in the matchup where nobody else is developing, and dead weight in the grind it is nominally supposed to win.
