Rivals' Duel
The clever cruelty of this fight spell lives in its targeting clause: the two creatures you point at must share no creature types. That single restriction reframes the entire effect. Most red fight cards let you aim a big attacker at whatever you please; this one forbids you from using your Goblin to kill their Goblin. The spell only resolves across tribal lines, which on a heavily typed board means turning your opponents' creatures against each other rather than feeding one of yours into the brawl. The design is a tribal-set artifact through and through: where shared creature types saturate the board, the constraint is sharp and frequently binding, and you have to read the table's tribes before you ever settle on targets. Strip out that tribal density and the clause loosens to near-irrelevance, since most random boards already field creatures that share nothing. That is the tension the card is built around, and also why it never traveled far beyond the context that produced it: the restriction that gives it texture is the same one that makes it inconsistent. As pure rate, four mana for a sorcery-speed fight with a targeting handcuff is a hard sell next to cleaner red removal, but as tribal-aware design it is a precise little knife, sharpest exactly where the board is most homogeneous.



