Goblin Warchief

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Duel Decks: Speed vs Cunning Uncommon
Vintage Masters Uncommon
Duel Decks: Elves vs. Goblins Uncommon
Scourge Uncommon
Promo set for Gatherer Rare
Promo Set Uncommon

Combos Browse all

Goblin Warchief

Creature — Goblin

Goblin spells you cast cost less to cast.

Goblin creatures you control have haste.

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Goblin Warchief Discussion

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

2 weeks ago

CHANGELOG 08/05/17

Additions:

Cuts:

Potential cuts (not removed, waiting your feedback):

Notes:

Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!

I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.

Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.

/N

Panas on RD's Wonder Gobs

2 weeks ago

Hello and welcome back to the game :)

I do like where you are going with this deck idea but there are a lot of improvements to be made. Before I give any niche card suggestions, I'd like you to tell us in what environment will you be playing with the deck (e.g. with friends at home, at your LGS, 1v1, multiplayer e.t.c.) as well as set a budget per card (e.g. no more than $5 or $10 per card) and in general, what do you want the deck to do? (overwhelm people with mogs? sacrificial shenanigans? both? more than these?). There's a plethora of very strong card that could fit your colours and thematic, but instead of putting random cards here, i'd prefer giving you suggestions that fit what you want to do. Nevertheless, just to give you some ideas: Attrition, Death Pits of Rath, Purphoros, God of the Forge, Descent of the Dragons, Dictate of Erebos and many others.

With this said, there have already been some generally good suggestions already given (i.e. the goblin lords: Goblin Chieftain, Goblin Warchief, Goblin King).

In addition to those I'd consider running Moggcatcher and Skirk Fire Marshal in any goblin deck. The first one, albeit not a goblin, can really help you pull out your most needed creature at every given time. Boggart Shenanigans can be a potentially strong card. The same can be said for Goblin Matron.

plusmental on RD's Wonder Gobs

2 weeks ago

Being in red black means you have access to several strong noncreature spells...Terminate, Dreadbore, Unlicensed Disintegration, Kolaghan's Command, Rakdos Charm just to name a few.

You also have access to token creators in Krenko's Command, Dragon Fodder and Hordeling Outburst

Vandalblast is a thing you want also

and then there's goblin lords - consider the following... Goblin Chieftain, Goblin Warchief, Goblin King

Hot Soup is bad do not play it

Mogg Fanatic, Goblin Bushwhacker and Reckless Bushwhacker play them

GS10 on The Rare Occurrence of an Uncommon General

2 weeks ago

That's my point. There are very situational effects that might help me use the general's ability sometimes, but they require a lot of set up to turn my 3 mana 2/1 into a 3 mana 4/3, which by today's standards isn't even very tempting.

I thought of those tokens until EOT as a way to go, yes, and specially because running Sundial of the Infinite would also enable those Take an Extra Turn + You lose the game spells, but in the end it was too much of a build around and too easily disrupted to feel like the best way to go with it.

Specially given that the Brothers have only 1 toughness naturally and in response to anything I do it can be killed so easily. Not a lot of Shocks or even Lightning Bolts in Commander, but any Walking Ballista or Triskelion would do the job, and even buffed it would still die to anything in combat.

I'm trying to make the most out of the 99 and it is likely that I end up only casting the general to chump block something dangerous keeping my most relevant creatures alive (and even so, odds are I have enough goblin tokens to deal with that anyway). I have a Kydele+Akiri Deck that is built around artifacts, and even so I cast Akiri, Line-Slinger more as a chump blocker than an actual voltron threat, and looking at Brothers Yamazaki I don't see any incentive to build the deck around commander damage.

My main concern is that, not relying on a strong general, the strategy in my 99 ends up a bit more split. Say if I were to run Krenko, Mob Boss as a general: the deck would be plain and simply goblin tribal. If I am not running him as a general, I might not be able to find it every game, and so, going full on goblin tribal is riskier, there are other cards and other forms of support that would benefit me more often than, lets say a goblin lord (Caged Sun over Goblin Chieftain + Goblin Warchief for instance), but I am still focusing on goblins because that's where the mono red EDH goodstuff is mostly, and when I do draw into my best ones, they are not as powerful and imposing as they are in that said Krenko, Mob Boss deck.

Maybe the deck works fine as is, but it doesn't feel awesome, it doesn't look like it's "solved", it's just an amalgam of red cards. It might work fine but it's not a deck that would appeal to me if I didn't got it in luck, and since to me that's most of what EDH is about, playing something that speaks to you, not being able to make the deck appealing for me makes it weird and probably makes me feel that the deck is worse than it actually will be in play.

Anyway, I'm going on a rant already. I really appreciate your insights! Every help means a lot while building this deck! Thank you!

theguy419 on Goblin duel

2 weeks ago

Goblin Warchief is banned in modern. There is a pretty established modern mono red goblin archetype that is fast and fun to play. It's called 8-whack usually. you have the goblins guides already which are the most expensive part. You can change the side board to anything you want to for your local meta. Here is my list for 8 whack. See if it can give you some ideas http://tappedout.net/mtg-decks/24-03-17-aGn-8-whack/

LeaPlath on goblin horde

3 weeks ago

First up. A horde is a group of people. A hploard is what a dragon sleeps on.

Secondly, the following cards arent modern legal.Beetleback Chief, Goblin Bombardment, Goblin Warchief, Reckless Abandon.

Thirdly for a horde you are kinda creature and creature support light. Is this for casual or actual modern?

Lenacius on Legality of Goblin Warchief in ...

4 weeks ago

I usually play with the Goblin Warchief in my actual deck, but when I looked at the legality of my deck here (on TappedOut), it was not legal because of warchief and other minor cards.I was looking in the official Ban List published by the Wizards and he wasn't there... I want to know why he is banned here and not on the Wizards's ban list?

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