Goblin Chainwhirler


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Goblin Chainwhirler

Creature — Goblin Warrior

First strike

When Goblin Chainwhirler enters the battlefield, it deals 1 damage to each opponent and each creature and planeswalker they control.

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Recent Decks

Goblin Chainwhirler Discussion

SP3CTR3_chelts on KeldSnipe

5 hours ago

So I started making/playing a similar deck and got shutdown by Shalai, Voice of Plenty just as I was approaching kill range (especially due to his blossoming defence on Shali). Whilst it will not be a problem all the time, the hexproof gifting angel is becoming so popular I think a side-deck option is needed. Detection Tower seems like it would work (I have not had a chance to test it yet) and I might even run in in mainboard to keep space in the side. (although This will mean I will have to take out Goblin Chainwhirler)

Chasedrk1 on Demon Pack

2 days ago

Rite of Belzenlok doesn't provide a named demon to trigger Liliana's Contract, also, the demon requires an upkeep sacrifice that can't be avoided. lastly, 4x 0/1 tokens on the board still die to 1 Goblin Chainwhirler or 1 Plague Mare then we are stuck taking 6 damage.

That said, Liliana, Death's Majesty creates tokens for it to eat if your in a pinch.

multimedia on U/W Tezzeret Control M19

2 days ago

Hey, interesting ideas. If you're right--I think you are about Bolas/Scarab midrange and red aggro still dominating Standard until rotation--why do you think that combining Tezzeret with Teferi is a winning strategy? Goblin Chainwhirler will be a part of both these dominating decks and Tezzeret gets wrecked by him.

I just don't think Tezzeret interacts well with Teferi. He seems really good with Karn, but not Teferi. Both Teferi and Tezzeret are the same CMC and Teferi is so much better for control. Two five drop Planeswalkers is not what control wants especially since Teferi is a control engine by himself without needing other cards (artifacts). If you think red aggro is still going to dominate then that's another reason not to play Tezzeret because this adds another five drop to the mana curve who's quite bad when facing Chainwhirler.

I suggest as a way to fight both these possible dominating decks--instead of adding Tezzeret--bring back Approach of the Second Sun. Play more Seal Away, Cast Out and Ixalan's Binding. Chainwhirler is keeping green at bay until post rotation making playing these enchantments safer. They're quite good at stopping Bolas and Scarab because enchantment removal is nonexistent in these decks. Post rotation could be much different and Reclamation Sage could wreck Azorius with lots of removal that's enchantments, but until rotation I think you're safe.

Tezzeret is the most interesting card in your deck. You have the right ideas with using Treasure Map  Flip and Fountain of Renewal with Tezzeret, but he wants a much more dedicated artifact strategy. This way you can consistently 0 him the turn he's played. Having a 5 loyalty Planeswalker and drawing two cards is good. Much better than a having a 1/1 flier and a 6 loyalty Planeswalker.

Dimir seems good with Tezzeret with more artifacts like Metalspinner's Puzzleknot, Sorcerous Spyglass, Walking Ballista, Fountain, Map. Cards that care about artifacts like Herald of Anguish, Tezzeret the Schemer, Sai, Master Thopterist, Contraband Kingpin, Metallic Rebuke, Battle at the Bridge and Karn. The problem is that Dimir is already occupied in Standard until rotation with midrange. There's no reason to play Dimir competitively with artifacts until rotation since midrange with Scarab is already proven to be dominate.

Dimir is a guild in Guilds of Ravnica--Azorius is not. Dimir will have support in the set and the entire current Dimir midrange deck except Contempt rotates out of Standard. This leaves an empty spot for a new Dimir strategy which hopefully the mana curve of Fountain/Map/Sai/Karn/Tezzeret can fill. Post rotation Azorius with removal as enchantments might be vulnerable to Reclamation Sage; if this is the case so will an artifact strategy with Tezzeret. Tezzeret is a great card to brew around for post rotation, but I think until rotation too many cards outmatch him.

multimedia on B/W Knights version 4.0

2 days ago

Hey, there's some new tech for Knights using cards that have already been in Standard for quite some time.

Paladin of Atonement with the Desert lands Ifnir Deadlands and Shefet Dunes. The idea behind this is to use the Deserts to grow Paladin and since he can put a counter on himself at each upkeep you can grow him on your opponent's turn. If he's cast using life from one of these Deserts then at your opponent's upkeep he gets a counter. This protects him from ETB Goblin Chainwhirler and Chainwhirler helps you to grow Paladin. Since he does 1 damage to you when he ETB, you lose one life. At your upkeep Paladin gets another counter.

Paladin is another two drop Knight who can be reanimated with Ajani which is a nice interaction if you have some of these Deserts in play to start growing him after being reanimated. Paladin's die trigger helps to gain life back lost by the Deserts.

Hexaflexagon on M19 WG Cats

3 days ago

I must agree with multimedia here. Goblin Chainwhirler will win against your deck, 10/10 times. I'm not a big fan of Benalish Marshal in the deck, as you have a lot of mana that produces not . Anyway, I'd much rather +1/+1 and vigilance(when ascended) for tribal decks like this. Because of your Warleader, you'll probably get ascend pretty quickly as the tokens stay on the battlefield if Destiny is out.

multimedia on M19 WG Cats

4 days ago

Hey, I want Cats to be a viable option to play in Standard. I think Warleader and Pridemate are very good cards together, but unfortunately Goblin Chainwhirler wrecks the party. Three of your early game Cats: Sacred, Pouncer and Vanguard die to Chainwhirler. This is too much early game creatures that die to a single overpowered card. Your late game is relying a lot on 1/1 tokens which is also not good. Reality in Standard at the moment is if you want to play 1/1s and tokens you need to main deck game plan to fight Chainwhirler's ETB.

Ways to survive Chainwhirler are with more three drop anthem effects. Consider Radiant Destiny and Benalish Marshal? These three drops can give your Cats a toughness boost allowing them to survive ETB Chainwhirlers. This is wanted to help Cats before you can cast Regal. On the play you can potentially get one of these three drops into play before your opponent can play Chainwhirler which makes a huge difference in game play.

Consider this creature base:

  • 4x Sacred
  • 4x Pridemate
  • 3x Pouncer
  • 4x Marshal
  • 3x Pride
  • 4x Warleader
  • 3x Regal

In the example Vanguard doesn't make the cut. Have to have two other creatures and itself to make it a 2/2 only for combat and gain 1 life each turn is not worth it even with Pridemate. Vanguard going back to a 1/1 at any other stages before combat on your turn of the game is really bad especially on your opponent's turns.

Consider this other spells base:

  • 2x Ajani

  • 3x Destiny
  • 4x Seal
  • 2x Cast

I like Marshal and Destiny a lot as a three drop play before Warleader making him ETB as 5/5 who on turn five can more easily attack creating 2/2 Cats with lifelink.

multimedia on Competitive Desert Tribal (M19)

4 days ago

Hey, looks fun, but not sure if it's competitive. How does this deck beat red aggro? If you can't beat red aggro in Standard then it's pretty hard to be competitive.

Consider Gift of Paradise? It's been one of the best ramp spells in Standard for quite some time now. The 3 life gain is very much wanted to help in aggro matchups. Paradise into Hour is a play that has been done since the beginning of this year. Being able to play Hour turn four and get two Deserts thus creating two Zombies is a way to stabilize in aggro matchups.

Consider Druid of the Cowl? The 3 toughness is wanted with a mana dork right now it's good to block aggro turn two and ramp other turns. 3 toughness means it doesn't die to ETB Goblin Chainwhirler, Shock or Spray. More early game ramp lets you play Hour more consistently. Consider Pelakka Wurm. It's a stabilizer for ramp.

Consider Temur instead of Sultai? Red for Banefire. It's a great spell to use ramp with because it's a win condition that control has a lot of trouble stopping--Negate can't stop a six or more mana Banefire. Abrade gives you a nice removal spell to slow down aggro in the early game kills Chainwhirler or Heart of Kiran without any fuss. It also gives you a main deck answer to artifact graveyard hate or Scavenger. Sweltering Suns and Hour of Devastation are board wipes that can help you in aggro and midrange matchups. Devastation kills Gods and Planeswalkers.

Consider Chandra, Torch of Defiance? She's ramp, shes draw and she's removal. Everything you want for a Planeswalker here.

Consider this creature base:

  • 4x Druid of the Cowl
  • 3x Excavator
  • 3x Wayward Swordtooth
  • 2x Tatyova
  • 1x Multani
  • 1x Pelakka

Consider this other spells package:

  • 4x Paradise
  • 4x Hour
  • 1x Scapeshift
  • 4x Abrade
  • 2x Sweltering
  • 1x Devastation
  • 1x Banefire
  • 1x Mending

  • 1x Karn
  • 1x Chandra

For the sideboard I recommend Arborback Stomper, Glorybringer, Magma Spray for aggro matchups. Negate, Nissa, Vital Force, more Banefire for control matchups and Vivien for white control matchups. For midrange matchups more Devastation, more Tatyova, Glorybringer, Tyrant, Vivien and Sandwurm Convergence.

Good luck with your deck.

Bjornis on Aurora (First deck, please help)

4 days ago

Here are the changes I would go with:

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