Shadow of the Goblin
Two named abilities do the work here, and neither is a keyword mechanic despite what the labels suggest: Unreliable Visions is a rummage bolted to the start of your first main phase, and Undying Vengeance is a pinging trigger that fires whenever you cast a spell or play a land from anywhere other than your hand. Read together they describe a deck that lives outside its hand entirely. The first ability filters toward whatever you want to cast from exile, from the graveyard, or off the top, discarding then drawing every turn to keep finding the cascade, flashback, foretell, or adventure that trips the damage. The second turns that same behavior into offense, taxing each opponent a point every time you announce a card that never routed through your hand. Note the timing: the trigger keys on the act of casting or playing, not on resolution, so the point of damage lands even if the spell is later countered or fizzles. The design is quietly hostile to symmetry: you are not building around a creature that wants to die, you are building a spellbook that never passes through your hand, then handed a two-mana enchantment that both refuels the plan and bills the table for running it. The color choice is the sharpest part. Red rarely gets card selection this clean, and pairing filtering with incidental reach reframes what would otherwise be upkeep maintenance as pressure. The rummage keeps the engine fed; the ping makes feeding it hurt someone.



