Goblin Guide


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Zendikar (ZEN) Rare
Promo Set (000) Rare

Combos Browse all

Goblin Guide

Creature — Goblin Scout


Whenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.

Price & Acquistion Set Price Alerts




Goblin Guide Discussion

Barrett69 on Naya Zoo

4 days ago

I have been considering to put 4 Goblin Guide and take out the BBE's and Bushwhacker's. The Sheltered Thicket I was trying out to just have a cycle option but I think I just want to end the game ASAP and having it in my opening hand would really set me back. Maybe Copperline Gorge would be the better choice. Appreciate the feedback.

SynergyBuild on Land Destruction: A social conversation

6 days ago

Just like many strategies, Land Destruction is a counter to large ramp lists. Blowing up lands is a rude to a green player with Rampant Growth as Lightning Bolting a Birds of Paradise is.

Nothing wrong with it at all. I play combo, and land destruction doesn't really affect me. I am sure some combo decks like Scapeshift in modern could have an issue, but against storm or burn, a land destruction deck needs a bit of interactions outside of it to close out a game.

I don't know any players who have an issue with it, at least in modern, commander, or standard, the three formats I personally play. TBH I don't know a standard land destruction deck, but if there is I wouldn't have an issue with it.

Honestly, land destruction isn't busted. Just like a control deck isn't busted. Both are reactive strategies, and therefor cannot be more busted than the decks that they are reacting to. They can be really good, and there are really good land destruction cards throughout MTG history, but not necessarily broken as a deck's goal.

Strip Mine is stupid good, but a deck that's whole goal is to find a Strip Mine with an Expedition Map, find a Crucible of Worlds, and then slowly blow up your opponents lands will be really inconsistent and not that good. If you go up against a decent aggro list, they drop a Goblin Guide, and while you blow their lands up until they only have 1 land, but they only might need one, or none at all if they have a field.

Kjartan on Goblin Lords

1 week ago

The best goblin tribal card in modern is Goblin Grenade.

Goblin Grenade's biggest perk is its ability to close out the game quickly.

The second best is Goblin Guide.

Its biggest perk is the same thing.

What I'm trying to say here is that lowering you curve and puching for a more agressive game-style would probably make for a better goblin deck.

ArchonBlue on Boros Burn

2 weeks ago

2 copies of Sacred Foundry should be fine. I would cut two for more fetches, maybe 2 Arid Mesa. I also think Goblin Guide is better than Vexing Devil. Looks pretty good otherwise!

TheDuggernaught on Selling Most of Collection

2 weeks ago

Hello, my car recently crossed the rainbow bridge to the great garage in the sky. As such, I need money to buy a new one. I am selling the vast majority of my modern staples to help fund this. My trade binder is all out of date, but my collection is here: here. Please open the full document in google sheets, as there are multiple sheets -- 1 for each binder, and 1 binder each for red, blue, green, black, white, colorless, lands, and multicolored.

Below is a list of cards I was able to think of off the top of my head. Please let me know if you are interested in if there is no listed price and we can figure out a fair price. I will try to update it as cards are bought. Most prices should be below tcgplayer low and I am open to negotiations -- especially if you buy a large number of cards. Cards should all be between LP and MP at worst as I keep them in sleeves when being used, and in binders when not in use. Pictures and sets upon request.

Arcbound Ravager x4 $35 ea.

Arid Mesax4 $30 ea.

Bitterblossom x3 $26 ea.

Blood Crypt x4 $9 ea.

Celestial Colonnade x4 $30 ea.

Chalice of the Void x3 $32 ea.

Collected Company x4 $12 ea.

Creeping Tar Pit x2 $7 ea.

Death's Shadow x4 $7 ea.

Flooded Strand x4 $12 ea.

Goblin Guide x4 $16 ea.

Godless Shrine x4 $7 ea.

Leyline of the Void x4 $34 ea.

Marsh Flats x4 $29 ea.

Misty Rainforest x4 $35 ea.

Mox Opal x4 $80 ea.

Overgrown Tomb x4 $5 ea.

Phantasmal Image x4 $12 ea.

Phyrexian Obliterator x4 $13 ea.

Sacred Foundry x4 $6 ea.

Spell Queller x4 $4 ea.

Steam Vents x4 $9 ea.

Sword of Fire and Ice x2 $36 ea.

Temple Garden x4 $4 ea.

Verdant Catacombs x4 $42 ea.

Walking Ballista x1 $10 ea.

Tezzeret, Agent of Bolas x4 $10 ea.

Eidolon of the Great Revel x4 $2 ea.

Wurmcoil Engine x2 $15 ea.

Kolaghan's Command x4 $13 ea.

Ugin, the Spirit Dragon x1 $36 ea.

Windswept Heath x4 $9 ea.

Emrakul, the Aeons Torn (Pre-release Promo) x1 $23 ea.

Fulminator Mage x4 $12 ea.

Aether Vial x4 $29 ea.

Bloodghast x4 $12 ea.

Wooded Foothills x4 $17 ea.

Bloodstained Mire x4 $17 ea.

Sword of Light and Shadow x2 $25 ea.

Liliana of the Veil x4 $60 ea.

Collected Company x4 #12 ea.

Polluted Delta x4 $13 ea.

Sword of Feast and Famine x1 $27 ea.

Snapcaster Mage x4 $46 ea.

Tarmogoyf (Chinese Futuresight) x4 $83 ea.

Cryptic Command x4 $16 ea.

Dark Confidant x4 $42 ea.

Chord of Calling x4 $6 ea.

Savannah x1 $105 ea.

Plateau x1 $90 ea.

And more. Taking a break from adding cards for now so I can start filling out the financing application for the car :/

Duke.Fleed on Jeskai Tempo

3 weeks ago

with 13 creatures, do you feel that delver is worth it? If you are committed to the burn plan game 1, wouldn't Goblin Guide just be better? or even just more removal like some Vapor Snags or Repeal?

magus_oblivion on Boros Burn

3 weeks ago

I agree with lukas, the extra lands from Goblin Guide are problematic if the game goes on for a while, but ultimately you should be killing your opponent before it matters. If you don't like it, I think Vexing Devil is decent enough in its place. It doesn't die to Collective Brutality, which makes that card less of a silver bullet against your deck.

magus_oblivion on Boros Burn

4 weeks ago

Ok, so here's what I'm thinking for this deck. Option 1: Go for a typical burn deck. Red with a splash of white. This is a well-established deck in the metagame, and you can look up a decklist online. You would run Goblin Guide, Monastery Swiftspear, Lava Spike, Searing Blaze, etc. in addition to the burn spells you've already got here. Some people run Vexing Devil in place of Goblin Guide, which I personally think is a good move.

Option 2: Green-red aggro. More creature-oriented, this would be a little slower than burn but also more resilient and heavy-hitting. The idea one guy I played against had is that Pelt Collector is an excellent 1-drop that combos with a few key creatures. If you play turn 1 Pelt Collector then turn 2 Vexing Devil, and your opponent pays life to sacrifice the devil, then Pelt Collector winds up with 2 +1/+1 counters on it. Same with Ball Lightning and Groundbreaker. In addition, Bloodbraid Elf cascades into basically any of these, and you have the colors to run Atarka's Command which is a strictly better Skullcrack. The mana base can be a little shaky with 3 red for Ball Lightning and 3 green for Groundbreaker if you do both, so I'd run a minimum of 4 Stomping Ground and 4 Wooded Foothills, probably at least 2 Copperline Gorge, and then maybe 1 or 2 Raging Ravine. The guy I played against also ran Domri Rade, which could help when you run out of cards in hand. I ended up winning the match on the back of Vampire Hexmage in my mono-black midrange brew, so having a way to deal with first-strikers might be important since humans typically runs Thalia, Guardian of Thraben.

Option 3: Go for some form of midrange build, possibly in Naya colors. I'd have to do some research to figure out what this would look like, as I generally just haven't seen Naya colors played at all. Usually at this point people just play Jund colors since black tends to give then access to better cards than white. But it would be cool to see what white can do.

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