Siege-Gang Lieutenant
Lieutenant, the ability word, formalizes an old commander-reward pattern, and the intervening 'if' clause in the trigger carries the whole design. The combat-step check is conditional, not static: it only fires while your commander is on the battlefield, and because the condition is rechecked when the trigger tries to resolve, an opponent who kills your commander in response denies the tokens entirely, leaving the controller with nothing. That gate is what buys the throughput. Two hasty red bodies before every combat is heavy output for a modest attacker, and it arrives whether you swing or hold back, so long as the commander survives the window. The sacrifice ability gives those Goblins somewhere to go besides the red zone, aiming a disposable creature at any target to chip in one damage and converting a clogged board into steady reach. The quiet detail is that the pinger eats any Goblin, not just the ones this card makes, so it feeds a wider tribal aristocrats shell rather than standing alone. Its real function is to hand red's Goblin sacrifice package a commander-anchored token supply: the outlets that always wanted more fodder get a steady stream, on the single condition that you keep your commander in play. Curve-topper on the surface, dependency underneath: inert the moment your commander sits in the command zone, a small factory the moment you commit to keeping it out.


