|Commander / EDH||Legal|
Printings View all
|Duel Decks: Speed vs. Cunning (DDN)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
|Duel Decks: Elves vs. Goblins (EVG)||Uncommon|
|Promo Set (000)||Uncommon|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
Creature — Goblin Warrior
Goblin spells you cast cost less to cast.
Goblin creatures you control have haste.
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Goblin Warchief Discussion
1 day ago
Try 2-4 Goblin Warchief out.
Turn 1 Skirk Prospector
Turn 2 Goblin Warchief SACing the Prospector.
2 days ago
1 week ago
Goblin Warchief+Skirk Prospector+Squee, the Immortal+Teshar, Ancestor's Apostle.
Infinite cast sac loop.
add Runaway Steam-Kin into the mix now you have infinite mana.
you can make mana and dump it into something like Makeshift Munitions or Banefire, or you can just reanimate all your cmc 3 or less goblins in your yard and attack in, but if one of them is Fanatical Firebrand, then you win also. You get to play Radiant Destiny and Conclave Tribunal just because. Potential to jam Ajani's Welcome if you really want to just to make the sac loop infinite life.
3 weeks ago
The combo is bringing Squee, the Immortal and Wily Goblin back to the battlefield and sending them to the graveyard over and over to generate an arbitrary amount of treasure, and bats if desecrated tomb is present. The ideal board state is Skirk Prospector - Teshar, Ancestor's Apostle - Goblin Warchief, with Squee and Wily in the graveyard, and two mountains untapped. You spend RR to bring Squee out, use Teshar to bring back Wily, which drops a treasure. Saccing both into Prospector nets us RR, and sends Squee and Wily into the graveyard. You can repeat this a good three-dozen times to net 36 treasure, which you can sac and cast banefire off of for unblockable, uncounterable lethal.
The maybe-board includes other win conditions for this combo, although I like them a bit less. Diamond Mare can net an arbitrary amount of health without Wily Goblin being in the combo at all. And while Makeshift Munitions is probably a bit more consistent, I don't really like the flavor of it.
In a bit, I'll be updating the list, as I decided to reduce white to a splash, and include a decent bit of blue card draw to speed the deck up.
Thanks for the interest!
3 weeks ago
If that's the case i would run test 2x of the Steam-Kin and the Goblin then you can just get some really explosive turns from the Steam-Kin that can potentially win then. Honestly its kinda hard to figure out what to bring Glory in as a replacement for. Path of Mettle Flip seems like the first thing i'd take out. I see the benefit but unless you have Goblin Warchief out its kinda hard to flip and potentially damaging to you.
3 weeks ago
What does Goblin Chainwhirler do in modern? maybe more of a sideboard card. for the sideboard, maybe run a bit of graveyard hate like Relic of Progenitus or Tormod's Crypt goblin trashmaster is kind of expensive for artifact removal and you have to sac your valuable goblins, maybe something like Vandalblast or Smash to Smithereens also, consider Goblin Warchief
1 month ago
Thanks for the advice, I recognize I need more cheap goblins and ways to produce tokens, and as you say the first 2 turns are difficult right now. Foundry Street Denizen would be a nice addition and I already have a set of Goblin Instigator. I'll take what you said in consideration and work on the mana curve.
I was trying something different but it doesn't work as expected to be honest, mainly because I fail to produce enough goblins in the first turns.
Boggart Shenanigans is useful but not enough to keep 4 of them, I might bring it down to 2 copies.
Thanks again !
1 month ago
The best way to get this working well is to remember your curve and gameplan- without the stabilisation tools that most other tribes enjoy, goblins will usually try and race the opponent, finishing out with grenade and lightning bolt. Its tried, tested, and enough cards have been printed to support that plan that it runs smoothly.
Running matsterwork into Thud as extra goblin grenades is a strong option- no problems with that- it just needs a stronger creature plan to support it.
You really only have 4 1-drops maindeck (the firebrands) so turn 1 plays will be awkward- wardriver and fodder are decent 2 drops, but most of your creatures start the 'go wide' plan in the 3-5 drops slots, and only have haste by virtue of Goblin Warchief. This is gonna be awkward, because this is usually the point where the board gets reset by a Damnation or Sweltering Suns. You should look at masterwork into thud as a 4 drop too, as it really needs your creatures on the board to function.
I'd look at doing the traditional goblin thing and dropping your curve, focussing in on Foundry Street Denizen, Mogg War Marshal, Goblin Instigator into Goblin Chieftain. This will give you a lot more early game damage, and help immensely with consistancy.