You See a Pair of Goblins
The dungeon-crawl set that spawned this card wrapped its instants and sorceries in the language of a tabletop encounter, and the modal split here is the mechanic doing exactly what its name promises: you meet two goblins, and you decide whether to fight or recruit. Under the flavor, both halves are stapled to well-worn red templates. The aggressive mode is a team pump at instant speed, best deployed as an alpha-strike enabler or a combat blowout when the board is wide. The token mode is closer to a red Raise the Alarm variant, banking two bodies for later value rather than pressing an existing advantage. That divergence is the whole design point: one line spends a full board immediately, the other builds one from scratch, and the card asks which problem you have when you cast it. The instant-speed clause matters most on the pump side, where holding it up doubles as a bluff and a punish for an unfavorable attack. It is a serviceable common built to reward a go-wide red deck without demanding much of it: no build-around, no rules wrinkle, just a small fork between tempo now and material for the next turn.
