|Commander / EDH||Legal|
Printings View all
|Duel Decks: Merfolk vs. Goblins (DDT)||Rare|
|2012 Core Set (M12)||Rare|
|2011 Core Set (M11)||Rare|
|2010 Core Set (M10)||Rare|
Combos Browse all
Creature — Goblin
Haste (This creature can attack and as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
Price & Acquistion Set Price Alerts
Goblin Chieftain Discussion
6 days ago
DigitalEmerald Hell Yeah, Didn't even realize, Trample and First Strike with blocking restrictions for TukTuk would just be plain mean. Goblin Goon could also be a substitue for your Goblin King, not to mention with 4 Goblin Chieftain you get a lot of +1/+1 across the board. You could REALLY capitalize on that trample damage with a few heavy hitters. The Goon might even find his way back in to my deck once I get some more Legion Loyalist
2 months ago
Minor alteration you might enjoy - Horde of Notions for a general - you can't tutor out cards from play, but it lets you run any changling for , and cast them from graveyard as well.
another odd option is Reaper King for destruction of permanents
odd "lords" that might fit well -
Bramblewood Paragon & the their tribal parallels - give a static bonus even after the card leaves
Drogskol Captain - another lord of the unreal, effectively. plus it steroids
Scion of Oona - see above, but shroud. can't target it, but has flash
Seshiro the Anointed - big buffs + card draw = win
Myr Galvanizer - untapping is amazing. do stuff more!
Pheres-Band Warchief - because tribal centaurs are apparently a thing
Unnatural Selection - because more messing with stuff is more better
Crux of Fate - because it is now viable in a non-dragon tribal
Goblin Chieftain - an alternitive to goblin king - not a fan of landwalk, personally. to circumstantial
2 months ago
The reason i have Dragon Fodder and Krenko's Command is to have a higher chance of getting more tokens out on turn 2 and 3, than i can usually get a Krenko, Mob Boss out aswell as Goblin Warchief and swing pretty early on for a decent hit. I will definitely try to find a few Goblin Piledriver, Legion Loyalist and Goblin Chieftain at my Local shop. Thanks for the Input!
2 months ago
Goblin Bushwhacker was (is?) a finisher in Naya Zoo, I'd say absolutely. Goblin Grenade seems decent as well, especially considering you have plenty of (Dragon) fodder for it. Turns useless early game tokens into late game finishers. Kathari Bomber is questionable. Seems way too slow, and only for 2 tokens. Krenko's Command seems too redundant to me, I might even cut the two that are already there. Lightning Bolt is an absolute must.
2 months ago
Wow! This is pretty darn good for a first attempt. There's a whole lot of Goblin tribal cards out there, it'd take forever to list them all out so here are a "few" suggestions: - Path of Ancestry - Goblin King - Goblin Grenade - Goblin Chieftain - Dragon Fodder - Skirk Prospector - Goblin Bombardment - Throne of the God-Pharaoh - Mogg War Marshal - Goblin Chirurgeon - Last-Ditch Effort - Goblin Wardriver - Goblin Bushwhacker - Skirk Fire Marshal - Goblin Rabblemaster - Shared Animosity - Goblin War Strike - Goblin Piledriver - Goblin Sledder - Legion Loyalist - Grenzo, Havoc Raiser - Goblin Rally - Metallic Mimic - Adaptive Automaton - Goblin Trashmaster - Quest for the Goblin Lord - Eldrazi Monument - Hordeling Outburst - Goblin Offensive ... and a whole lot more that I didn't add because I'm pretty sure this is way more than enough. Take your pick. Good luck with your deck!
3 months ago
I love the deck!! I’m a massive doomsday fan so the idea of doing doomsday without needing lab man is kinda foreign to me. But I was wondering: if their purpose is for the doomsday turn generally, why not Workhorse as a better way to fix your mana (I know the ability costs colorless but it would help as a backup plan). Also, are there any viable lines with Goblin Chieftain and Mad Auntie for protection piles or something? Idk just was considering
3 months ago
My thoughts on each of these cards:
gladiuslucix's Mizzium Jumper Cables:
I like this card. It's fun, has lots of synergies, and has some good flavour. That said, while I think it might be neat to build with in kitchen table and in casual commander, as noted in the article, it's not quite powerful enough to see more competitive play. Four-drops that don't immediately make a difference are pretty problematic.
Since I still like it's function, my edit would be as follows:
; and a second ability like "When Mizzium Jumper Cables enters the battlefield, you may cast target instant or sorcery card with a converted mana cost of 1 from your graveyard without paying its mana cost."
Four mana for 2 damage, and an Opt, Thoughtseize, Lightning Bolt, or Path to Exile to boot is starting to get into the "playable" realm, though I still think you generally have better things to do on turn 4. I don't think this would be too game-breaking in limited either--there are generally a lack of playable 1-mana instant or sorcery spells, particularly at common.
Ithyn's Rocky Coastline
I disagree entirely with this review. While I think this is a tad better than most enters-tapped lands, as you can use it for mana in a pinch, I think it is entirely outclassed by pretty much any other land that enters untapped. Unless I was playing a deck with good synergies, I'd rather run a fast/check/pain land as my budget option.
I don't foresee this having that big of an impact on fetch lands' cost, as Boza suggested--fetch lands are just too good, and no competitive deck is going to want to be down a mana. The kinds of people who will want this land are building on a budget, and are not in the market for fetchesanyway. There flexibility and synergies make them better than Rocky Tar Pit, but still not in the same league as fetches.
I see no reason to limit this card to basics--I think the very design provides enough limitations to its power.
That's not to say I don't like this card. I think there's a place for lands that enter tapped (budget commander; limited; standard), and I really like the flexibility of this card. That it might have some interesting discard/cycling synergies is an added plus, making a mediocre land somewhat more playable--provided you've designed your deck to use it.
So, despite my argument against it being a powerful land, I fully think it has a place in the game, and support it as-is.
Mig-El's Leftraru, Indomitable Cacique
I have a number of issues with this card, but my biggest issues come from the colour pie.
Red makes sense in this card--Red is known for giving other creatures Haste, and 3/1 stats are exactly what I expect from an aggressive red creature.
White and Black is where things fall apart.
Let's look at White first.
Right now, there is only one mono-White card that grants your creatures hexproof--Shalai, Voice of Plenty--and even she has a Green/White colour identity. In fact, looking at all the cards that grant anything Hexproof, it's pretty clear it is the Green part of her colour identity that is providing Hexproof to the creatures, and the White to you.
While Drogskol Captain Sigarda, Heron's Grace are similar to this card in effect, Sigarda, Heron's Grace runs into the same issue as Shalai, Voice of Plenty, and Drogskol Captain's hexproof seems much more in line with Blue's Lord of the Unreal than White's lack of mono-colored equivalent.
Moving on to Black--there is no reason for this card to have Black in its casting cost, other than flavour, and I don't think that is sufficient on its own.
How would I change this, while sticking with the original design idea of assissting Kaalia?
My revised copy of this card:
Creature - Human Berserker
Other creatures you control have haste.
Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.
Breaking down the revisions. The general concept follows that of Fires of Yavimaya and Firewake Sliver. Three mana is pretty reasonable for giving your creatures haste (Goblin Chieftain, Fervor, Blur Sliver, etc.), so I think this is priced fairly well CMC wise.
The Indestructible ability is pretty reasonably costed as well--Selfless Spirit provides the same ability for , and also has two power and evasion.
The lack of legendary keeps it from being a commander--I think having an "everyone has haste" card always in-hand is problematic. While you could make an argument for a tribal limitation, that's pretty insignificant--that just creates a tribal deck where, in effect, "everyone still has haste, we're just a bit more cohesive in our type."
Those were my thoughts. Overall, though I disagree with a lot of what was said in the article, this is a pretty fun topic. It's always interesting to see what people find reasonable or not in a card.