Goblin Caves

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Common
The Dark (DRK) Common

Combos Browse all

Goblin Caves

Enchantment — Aura

Enchant land

As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.

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Goblin Caves Discussion

plzdonttakemyname on Annoying Goblin Deck

3 months ago

great idea although it is very slow for a goblin deck or any deck for that matter casual or not. to make it go a bit faster or just add more goblins with Krenko, Mob Boss i suggest cutting Goblin Caves and replacing it with Foundry Street Denizen which also gets boosted by Krenko, Mob Boss

GoodLuckGuy on CP#5 Krenko is Kranky

3 months ago

Cuts

While the cards I'm going to list are not necessarily bad cards that can never be good in the deck, I still don't think they work as well as other cards do in your current build. I'll keep my reasoning brief.

You don't have enough draw condition in the current version of your deck to justify running mana doublers. Cut: Caged Sun, Extraplanar Lens, and Gauntlet of Power.

For similar reasons, later game mana rocks are also fairly pointless, they just slow you down for little benefit. Cut: Gilded Lotus and Thran Dynamo.

Also Temple of the False God doesn't really do anything either here.

I know I didn't give you quite as many suggestions for creature additions as I'm going to give you for creature cuts. If you want some more suggestions for creatures, just ask, I don't wanna flood you with suggestions.

You can afford to lose some tokens, so Dolmen Gate is unnecessary here.

Hall of Triumph and Goblin Caves are pretty bad as anthems go.

Rage Reflection is a sub-optimal card, many other cards are simply better.

Magistrate's Veto is interesting but unnecessary

This is not the right kind of deck for Mana Web.

Roar of the Crowd and Dogpile are both worse versions of (many) other cards.

Even though Boggart Shenanigans is literally a "Goblin Tribal Enchantment", it is still the worst way to generate free damage.

Smash to Smithereens is one of the most mediocre artifact removal card in the game.

That's all for now, if you want any other advice, just ask.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

5 months ago

ticked-off-squirrel: Thanks for commenting!

Caged Sun - The deck is getting to the point where I don't really have a problem with mana, but I have a really bad problem with having enough cards in hand to actually spend mana on. I may end up adding one of these in the future depending on how the deck settles out, but I'm not sure which yet out of Caged Sun/Gauntlet of Power/Gauntlet of Might.

Metallic Mimic - I run this in all my other tribal decks, but I'm not sure it fits as well in here. Raid Bombardment does a lot of work in this deck, to the point that if I have both of my Anthem Goblins out I will sac one so that Raid Bombardment can still proc on the tokens. Since the tokens tend to get sacrificed or blow up, their actual power doesn't become that significant. In much the same tone Shared Animosity is only still in because it has virtually no drawback, and I can just set it down and ignore it.

Quest for the Goblin Lord - Same as above.

Goblin Caves - Now this is a card that I haven't thought about in a long time. This could really help all the Goblins soak up removal. The only drawback I can think of is I can't bounce around a Skullclamp, but if it was really important I could just sac the land the enchantment is on. Going to sideboard this because I really want to test it out.

Squee, Goblin Nabob - I like Squee a lot, but the only thing he really benefits me with in this deck is the discard that is tied to Tormenting Voice and Faithless Looting. I am considering putting Daretti, Scrap Savant back in, in which case it may be starting to be worth the include, but I can't see myself ever actually casting him, as 3 mana for something to sac is just too high. That means I would just hold Squee in my hand until a discard prompt came up.

KamenRiderVys: I actually ran Mana Echoes in the deck for a long time, and on average it would net me 100+ mana in any given phase. The problem was that I never actually had anything to spend it on, and it would just fizzle at the end of the phase. I don't have anything with flash, I have very, very few instants, and even when I was making 250 colorless mana on my own turn during my first main phase, I had like 3 cards in hand that had a total CMC of like 5. I eventually took it out a few iterations ago, and haven't really missed it. I moved it over to my Zada deck, that has a lot more opportunities to actually use it.

I really love Repercussion. I've knocked several people out on a turn where I would cast it and wait to see if it would be countered, and then if it wasn't I would immediately follow it up with a Blasphemous Act (with Boseiju if I need). Sac my own creatures in response and I take no damage but the rest of the table blows up. I used to use it as a finisher, but have started putting it down earlier and earlier because of all the damage sources that will whittle my opponents down, and I can choose whether I care about taking the damage or not. At worst it speeds up a game I would probably lose anyway, at best I win on that turn. People are already afraid to block tokens when Ib is out, now they let through 20 because they don't want to take 80. Works me me, haha.

ticked-off-squirrel on Ib Halfheart, Goblin Sac-tician [PRIMER]

6 months ago

this deck is almost perfect but there are a couple cards you could add:

Caged Sun: creatures the color of your choice (cough cough Red) get +1/+1 and lands that provide said color produce an extra mana of that color.

Metallic Mimic: creature types your choice (cough cough Goblin) come into play with a +1/+1 counter and Metallic Mimic itself counts as a goblin.

Quest for the Goblin Lord: an easy way to give all your creatures +2/+0

Goblin Caves: the other side of the coin to Quest for the Goblin Lord

Squee, Goblin Nabob: he just wont go away. so in a way he is reusable for sacking.

TheElderBrother on Relentless Goblins

9 months ago

I have considered adding the following, in uncertain quantities:

Goblin WizardGoblin ChirurgeonGoblin CavesCrawlspaceGoblin Bombardment

And maybe replacing 3 of the Mox Ruby with Chrome Mox

pkors on Pauper goblin combo

10 months ago

Thanks Traumitz :)

I was considering moving Goblin Bushwhackers into the maindeck instead of Mob Justice. I'll give them a shot.

My tech against Electrickery is Goblin Caves which isn't one use only and doesn't require splashing white. It also make my goblins much better at blocking and dragging out the game until i go off.

beninator on Kompetitive Krenko Kommando

1 year ago

Cut Goblin Guide and Raging Goblin. They're not good in EDH. Cut Goblin Shrine since it will kill a lot of goblins. Also, Goblin Wizard is amazing. Use him as part of your Recruiter package and have him be the second guy in after Warchief. Other cards to include are Caterwauling Boggart, Horde of Boggarts, Goblin Caves, Quest for the Goblin Lord, Akroma's Memorial, Obelisk of Urd, and Raid Bombardment. Those are just the ones off the top of my head though.

Gattison on Goblin' you up

1 year ago

I like some of the choices you made here, like Descent of the Dragons.

If you want, you can check out my EGH (Elder Goblin Highlander) deck for some ideas, but, since I'm here now...:

If I were you, I would replace Dragon Fodder & Krenko's Command. I'd replace one with Mob Justice, which would give you another Goblin War Strike/Massive Raid ability, which is super effective in this deck. Replace the other one with Skullclamp, which loses a little synergy with cards like Goblin Caves and other Lord-effects (like Goblin King), but can still be useful.

Krenko can get out of hand real fast, and people know this, so he becomes a huge target at some point in the game. Cards like Swiftfoot Boots help keep your Commander around longer.

Also, Nykthos, Shrine to Nyx should be in your deck, and maybe Opal Palace because it puts Krenko out of "bolt" range.

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