Goblin Electromancer


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

Printings View all

Set Rarity
Duel Decks: Mind vs Might (DDS) Common
Modern Masters 2017 Edition (MM3) Common
Commander 2015 (C15) Common
Return to Ravnica (RTR) Common
Duel Decks: Izzet vs. Golgari (DDJ) Common

Combos Browse all

Goblin Electromancer

Creature — Goblin Wizard

Instant and sorcery spells you cast cost less to cast.

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Recent Decks

Goblin Electromancer Discussion

Squirrelbacon on Fling In The Ice (MODERN)

6 days ago

Yes I think the list looks better! I'd run even more 'draw a card' cards just since they replace themselves! I'd cut out the Goblin Electromancers for three more Thought Scour or some Serum Visions. With all the digging in the deck, you'll find those lands! In regards to the lands, the best ones for the deck are gonna be Shivan Reef as mentioned above, but also look into Spirebluff Canal. That one will be even better for you.

landofMordor on K.E.S.S|Kess EDH-Grixis Wizards #1

1 week ago

Lol it will be my pleasure, friend.

So Kess says only during your turns, and also an instant/sorcery. Automatically, that means I wanna move away from tons counterspells and more towards a value-based shell. Instants are still fine, since sometimes you'll need to respond, but you won't be able to flash back a counterspell very often, probably. Looks like you've already anticipated that, though, with some solid top-end value.

I'd prioritize focusing on a) your low-curve, and b) your threats.

For goal a) look at Ponder, Preordain, Anticipate, Minds Aglow, Diabolic Tutor, etc. Maybe some limited non-basic LD like Molten Rain (but not too much bc ppl will h8 u). Mass discard like Delirium Skeins will hurt your opponent more than you, probably. Artifact hate like Shatterstorm or Shattering Spree or Vandalblast will kill opponents' mana rocks. Graveyard hate like Learn from the Past and Commit / Memory. In general, you wanna pick spells that will help you survive into the late game, when Kess will shine. Card draw, cycling, and scry will help smooth your mana, too, and keep your hand/graveyard full of value. Oh, and stuff like Goblin Electromancer, Jace's Sanctum, Arcane Melee, and Curious Homunculus  Flip will be good.

Goal b) is up to you. Wanna cast Leviathans like Shipbreaker Kraken or Stormtide Leviathan? Wanna put in tons of cycling-themed finishers like Archfiend of Ifnir, Shadowstorm Vizier, and Drake Haven? Or just go straight value with Melek, Izzet Paragon and Talrand, Sky Summoner? Personally, I'd try to pick a neat theme, since Kess is fairly value-oriented by herself. I would be afraid of making it a "goodstuff" build, because those get boring to me after a couple of rounds.

Great start! Best of luck.

sunbunman on Modern Tezzerator Stax

2 weeks ago

Round 1 vs Callum on Storm

Game 1
Got out a chalice on 2 turn 3. Callum attempted to grind me out with Baral and Goblin Electromancer beats for a few turns and got shut down by a Zenith on 2.

Game 2
Got out relic turn 1. prism t2 and draw 2 Tezzes in a row to go with the 1 in the opening hand. Callum durdles a bit playing draw spells. Play out Tezz t3 and animate prism. Callum makes an 6 goblins. Proceed to play Tezz for 2 more turns to animate citadel and search with 3rd Tezz. Callum scoops to relic crack in response to flames on the stack.

Round 3 Dan on GR Tron

Game 1
Opening hand with chalice, foundry, sword, Ghost Quarter, and some lands. Dan plays tron piece into map. I play t2 chalice on 1. Dan gets tron out but no payoff. I play out thopter sword and value him out.

Game 2
Play t1 chalice into Trinisphere into crucible + Ghost Quarter lock. Dan scoops after a few turns of this.

Round 3 Leon on Esper Mentor

Game 1
Don't remember much of this game. Involved 4x mentors + army of monk tokens vs empty handed bridge + thopter sword. Bridge won.

Game 2
Got Trinisphere down, but died to mentor beats pretty early. Disenchant destroying my chalice on 1 to speed up his clock with chaining opts.

Game 3
Game goes into turns. Army of 3x mentors + monks vs thopter + Tezz + bridge. Missed a trigger on Tezz, letting Leon dig into disenchant for the win. Played bad got punished.

Round 4 Wes on Eldrazi Tron

Game 1
Early bridge + thopter sword wins the game.

Game 2
See above. As it turns out he didn't pack Karn in board _(?)_/

Round 5 Dougall on 8 Rack

Game 1
Dougall plays some hand disruption, I keep drawing lands and keeping them in hand to render rack and affliction useless. Eventually draw into thopter sword and win the game.

Game 2
Early discard with rack,affliction and Lili seals the game pretty quick in favour of Dougall.

Game 3
T1 chalice off guide into T2 prism into T3 Tezz animating prism finishes the game very quickly.

Round 6 Aaron on Burn
ID into top 8. Played a friendly game mb Trinisphere and Witchbane Orb locked him out pretty well.

Top 8 Round 1 Dan on Jeskai Control Disclaimer: Some of the worst magic I've played and its on camera. Actually don't remember much about what happened in this game, will post the link up when the organisers put up the youtube clip.

AllhydeNoJekyll on Jhoira, Master of Suspense

3 weeks ago

I'm not entirely sure what theme you are going for, but I think some of your categoriesneed to be more focused towards a set of win-cons, and about half of each be able to functionwithout Jhoira explicitly.

  • I'm fairly certain Matt had said that the Chance Encounter with Frenetic Efreet doesn't work, but I'm not sure about that. Even if that's not the case, why this particular combo? I feel as if there are stronger ones to go in Jhoira

  • Usually people use Firemind's Foresight to search up specific win conditions, or powerful X cost cards. I'm not seeing a whole lot for you to search for in this matter.

  • On that note, I think you should be really careful about your optimism with suspending things with your commander. Average Case Scenario you will play her with five mana up, suspend one thing in response to someone immediately trying to kill her, or she won't hit at all due to counterspells. A lot of your spells take for granted the fact that she will always be on the field like an enchantment you start with (see your draw category). Our meta usually consists of heavy boardWipes and consistent counterspells you can thank your boyfriend and Luke for that.

|Cards that must be cut|These are cards that are bad enough they shouldn't be in the deck at all or they have an equivalent card that is also on theme. - For example, there are a wide array of counterspells that are infinitely better/cheaper than Cancel, but Delay is one mana less and lets you control the board in your favor while being incredibly on theme (Delay a Board Wipe and remove the suspend counters, or add more as you need, etc other uses). In any case there are a wide variety of cards that should replace Cancel. Eg., 'strictly better Dissolve, Dissipate, Disallow, Izzet Charm etc.

- Thirst- Izzet Cluestone- Reduce to Dreams- Divination- Nevinyrral's Disk    - I've sort of brought my grade for this card down a little bit in recent times, the fact      that it can't save you on a draw really hurts the card and the purpose of boardWipes.       Still a great card, but not as powerful in decks that aren't focused on recurring       artifacts.
  • You have Mana Geyser listed under Ramp, when really this effect is called a 'Ritual', named for the card Dark Ritual. Besides semantics, it's a great card, but shouldn't be considered when determining how much Ramp you have in the deck. Without it, 8-9 should be more than enough anyways. As a side note, consider Reiterate, it can go infinite with Mana Geyser.

  • You have several components to Mill Combos, which is a set of great of powerful effects, but to devote to the strategy itself of mill would require a subset of 15-30 cards in that nature. Unless that is your desire, it would be best to remove non-combo pieces such as Fraying Sanity.

  • Sphinx of the Final Word is not a counterspell, but is under the category of 'counters'.

|Cards I do not understand the purpose of, but are neat|- Sphinx of the Final Word- Clone Legion- Control Magic- Eternal Dominion- Telepathy

acscreamholy on Inalla, Wizard's Carnival Host

1 month ago

So i've been considering getting Cryptic Gateway and Sundial of the Infinite cause the shenanigans that this allows for is absolutely ridiculous. Gonna explain a few quick scenarios so that way this hopefully makes sense.

As you can see Cryptic Gateway allows for tapping and playing creatures. Lots of fun with this deck. You could cheat out the infinite turn combo by around turn 5 (assuming you draw 1 land in the first four turns) with the perfect opening hand like this:

  • **Opening Hand** 3 basic lands to pay for creature, Sol Ring, Goblin Electromancer or Harbinger of the Tides, Wanderwine Prophets, Cryptic Gateway.
  • **Turn 1** Play land, cast Sol Ring.
  • **Turn 2** Play basic land, durdle if you've drawn anything good. In the event you manage to draw a Sundial, this is the turn to do it.
  • **Turn 3** Play basic land, cast Cryptic Gateway for 5
  • **Turn 4** Play basic land, Tap 2 lands and pay for creature, pay 1 to make copy. Tap both copies of creature to cheat out Wanderwine Prophets. Pay 1 to make copy, Champion original, Move to Combat with the Copy, If attack succeeds, sac the copy, pay 1 to make copy again, move to end step, copy fizzles, pay 1 again to make new copy that lasts into next turn and then go infinite. In the event you got Sundial and played it, you can also pay 1 to end the turn instead of going to end step and it has the same effect.
It was pretty well covered in the last section how useful this card is for your infinite combo shenanigans. However, theres a much larger implication with this card. Cast something like Goblin Electromancer and make a copy of it and end your turn with Sundial. Surprise, your instants and sorceries now cost 2 less. Two Docent of Perfection  Flip's isn't a bad thing either. Two Fatespinner's. Imagine the abilities you could create.
    It's extremely situational but example of how this card can absolutely break games and be a stax piece honestly. I was test playing it against my Zombie Deck and had the weirdest stuff happen. I had Sundial and Intruder Alarm on the battlefield already, and I played Puppeteer Clique and copied it. I took Lich Lord of Unx and Gravespawn Sovereign from the graveyard and made 3 tokens with Lich Lord. Tapped the five of them and took every single creature out of both graveyards and suddenly had a field of about 20 creatures. Making copies of any wizards along the way.

TheSpiritombEnthusiast on Jori En, Generic Title

1 month ago

Thanks for the suggestions! Ive considered Quicken and Gitaxian Probe before, so Ill definetly try them if I pick up some copies. Goblin Electromancer/Baral werent here before because I figured my curve was low enough as is, but Ive swapped in the electromancer to give it a shot! I think Rewind is a bit too much of an investment, you could say. I rarely hold up more than one or two mana on an opponents turn. Mystic Retrieval Ill keep in mind, but I prefer Shreds of Sanity.

Austin_Smith_of_Cards on Jori En, Generic Title

1 month ago

Quicken is pretty good for surprising opponents, and does exactly what Jori En wants a card to do.

Gitaxian Probe is essentially a free cantrip, which means even more free value with your commander.

Goblin Electromancer is exactly what any spellslinging deck wants; I'm surprised you're not running it already. Baral, Chief of Compliance falls into a similar category.

Mystic Retrieval grabs back strong instants or sorceries you may have wheeled away, and lets you do it twice.

Rewind is an excellent counterspell that lets you follow up with something else to trigger Jori En.

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