Searslicer Goblin
Raid usually resolves as a one-shot: attack, cash the trigger, move on. This design reworks the mechanic into a recurring engine by hanging the check on a phase that returns every turn. Once combat ends, the game asks only whether an attack happened, not whether this particular Goblin joined it. So the disposable creatures charge in, the factory stays home, and the token still arrives as long as combat occurred somewhere on the team. That decoupling of risk from payoff is the whole trick: the fragile 2/1 never has to expose itself to collect. It reframes what a two-drop is worth, from a body that swings for two into a token node that pays rent every turn the board can profitably attack. The friction is timing. Because the token lands after combat rather than before it, this turn's Goblin never joins this turn's attack; the engine always builds toward the next board rather than the current one. And it goes cold the moment the ground clogs and nothing can swing, since a checked-but-unmet raid condition produces nothing at all. What lands here is a common-rarity token producer built for go-wide red aggro, where the individual 1/1s matter less than the anthem effects and sacrifice outlets waiting to consume the steady drip they provide.





