Riot Piker
First strike on a 2/1 reads like a fair aggressive body until you reach the second line: the compulsion to swing every turn it can. That tradeoff is the whole bargain. First strike makes the goblin a threat that profitably trades up in combat, surviving a block from anything with one toughness and clearing the way for whatever follows. The mandatory-attack clause is the bill that comes due. You do not get to hold this back to ambush an incoming attacker, you cannot keep it home to defend a life total, and a defender who knows it must come in can build their board around eating it on their own terms. The design tension is between a keyword that wants to be the aggressor and a restriction that hands the timing of every combat to the opponent. Berserkers and other can't-help-it attackers have always lived in this corner of red's pie: cheap, faster than their stats suggest, and useless the moment the race turns into a grind. The piker rewards a deck already committed to the offensive, where attacking each turn was the plan anyway and the drawback never bills you. Sit it down next to anything that wants to slow-roll and the same line of text becomes a liability the opponent gets to exploit.
