Quest for the Goblin Lord

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Uncommon

Combos Browse all

Quest for the Goblin Lord

Enchantment

Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.

As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.

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Quest for the Goblin Lord Discussion

Chopwood on Gobby Gob Gob

1 week ago

Have you considered adding Goblin Rabblemaster, Goblin Wardriver, Mogg War Marshal (Great with Impact Tremors!) or Legion Loyalist? All of them are really good. If you have some extra money you definitely should get 4x Goblin Guide. Also get some Lightning Bolts for burn and have Skullcrack in SB against decks with life gain. One fun gimmick in my goblin deck is Quest for the Goblin Lord, you'd be amazed how often you get 5 quest counters on it! If you have a legion loyalist out as well you basically win. I don't really see what Throne of the God-Pharaoh contributes to the deck?

AntiMatterz on My First Goblin Deck

4 weeks ago

I personally like cards like Dragon Fodder and Quest for the Goblin Lord for goblin decks, the quest has won me many games.

pinecone2k3 on Ramen's Goblin Horde

1 month ago

I'm going to elaborate on the Mogg War Marshal recommendation. Ignore the Echo cost on it. Think of it as a 2cmc spell that gives you two 1/1 bodies. It has two major differences, from Dragon Fodder and Krenko's Command. First, one of the 1/1 bodies replaces itself when it dies. So, if you were to, for example, sac MWM to a Goblin Grenade or Voracious Dragon, the number of creatures you have on the battlefield wouldn't change, allowing for Krenko, Mob Boss's ability to have that much more punch. Second, unlike Fodder and Command, MWM can be tutored into play with Warren Instigator. The extra creature entering the battlefield will also serve as an extra trigger for Foundry Street Denizen and Quest for the Goblin Lord. Bare minimum, I suggest swapping out Krenko's Command for Mogg War Marshal.

sebtuch on Goblins on Fire

1 month ago

I think you have to make a choice if you would rather go for aggro or burn.

Aggro: Foundry Street Denizen works really well with Dragon Fodder or Hordeling Outburst. Mogg War Marshal might be an option too. Since you would have many goblin on the battlefield you might think about Goblin Piledriver. Both Quest for the Goblin Lord or Curse of Stalked Prey would make your goblins grow stronger. Goblin Wardriver, Reckless Bushwhacker and Goblin Bushwhacker might be an option too.

Burn: Lightning Bolt might be too expensive for budget deck but I think it's crucial. Smash to Smithereens or Abrade might be useful for sideboard. Shard Volley is a nice finisher. Firebrand Archer would work really well together with Guttersnipe. You might think about Quest for Pure Flame. Also Imminent Doom has some undiscovered potential.

Grifoneis on Everyone, Get In Here

2 months ago

I have 3 points:

  • Take out the Quest for the Goblin Lords because while they do seem enticing you're spending your time and mana dropping something that doesn't impact the board when it hit the field, while not a bad card you can replace it with something better, like a set of Lightning Bolts! for extra pressure and removal.

  • Frenzied Goblin has a general mana investment of 2, and it does confirm damage with it's ability. Instead though you can pick up a playset of Reckless Bushwhacker for 8 Bushwhackers, which is a common goblin deck in modern, it's called 8Whack if you want to look into it more. Also another pseudo-anthem creature is Goblin Wardriver with the Battle Cry effect.

  • Finally in your Maybeboard you have Shrapnel Blast which is a good card, and there's even a goblin deck that runs it called Gobots, you run a few sets of 0 drop artifacts like Ornithopter and Memnite. Then use Shrapnel Blast and Kuldotha Rebirth to get out more damage or 3 tokens on turn 1 to really turn on the clock. You might also want a set of Signal Pests for the psuedo-anthem effect instead of lords, and in any of the goblin decks you can run the new "Lord" from Aether Revolt Metallic Mimic which help if you need to Blast or Rebirth, but also just pumps up goblins that hit the field

You have a really good start to a semi-competitive modern deck and with a little more focus you can really start stomping, some lists go Lordless in favor of more explosive swarms, and for some less budgeted options there's Legion Loyalist and Goblin Guide to really turn up the damage

xyr0s on how many goblins?

3 months ago

at 19 lands, don't play cards that cost 4 or more mana. You run too much of a risk of them simply cluttering your hand, while you wait for lands. Keep goblins cheap. Cards to remove:

  • Raid Bombardment. when will you play this? turn 3, and attack with the 2 goblins you at best have in play by then? It's a card that doesn't do anything on its own, but eats up all the mana of the early turns, where I assume you want to win (midrange goblins doesn't sound really right).

  • Guttersnipe again a 3 cmc card that doesn't do anything on its own.

  • Mardu Scout Yes, it combos well with Quest for the Goblin Lord, but then, so does playing dragonfodder. But dash is not a very great ability in a deck, that plays early game aggro, due to mana limitations.

  • Ankle Shanker, Elspeth, Sun's Champion, and Descent of the Dragons. These are not belonging in a 19 land deck. Loosely calculated, you'll have to dig 18 cards into your library to come by 6 lands, and since you don't draw extra cards, or ramp lands, that means average turn 11 to play a 6 cmc spell (and turn 8 or 9 for a 5 cmc spell). Goblin Dark-Dwellers I don't really know about, perhaps a 4/4 creature followed by a dragon fodder is an ok turn 8 play (but I doubt it).

  • Trumpet Blast doesn't do enough on its own to be a 4-of. A 1-of is more like the correct number i think - enough that occasionally you play it, and it ends the game, but you won't have to sit and wait for more creatures with two of these in hand.

  • lands that enter the battlefield tapped. They are not worth the trouble, mostly. Get the check-lands, and the shadowlands, and otherwise stick with basics. Currently just about half your lands are tapped, essentially meaning that you are timewalked behind your opponent.

Cards to consider

Foundry Street Denizen. It's a goblin, and it grows by more goblins. It's also a 1-drop, which your deck has very little of.

Goblin Guide. Suggested since you didn't apply the "budget" tag. Best turn 1 goblin in modern.

Goblin Bushwhacker. By kicking it, you get haste and boost your whole team. that's not bad at all, for a deck with 11 token-generating sorceries. I would also sugges Reckless Bushwhacker but your cards are too many intensive to allow you to play a surge-card early on.

And finally Goblin Chieftain. It does cost 3, so... a bit expensive. But haste is relevant for all you tokens, and so is a solid lord-bonus.

and Lightning Bolt. You play red in modern, you bring 4 lightning bolts.

CaptSillva on Goblinpalooza

3 months ago

A decent base here, though I feel like you're missing a fair number of staples for this deck. Here is a list of cards you could try out Siege-Gang Commander, Goblin Chieftain, Goblin King, Goblin Chirurgeon, Goblin Lackey, Warren Instigator, Door of Destinies, Quest for the Goblin Lord, Goblin Ringleader, Patron of the Akki, Cavern of Souls, and Empty the Warrens.

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