Raging Goblin

Legality

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

Printings View all

Set Rarity
2010 Core Set Common
Duel Decks: Elves vs. Goblins Common
Tenth Edition Common
Ninth Edition Common
Eighth Edition Common
Seventh Edition Common
Beatdown Box Set Common
Starter 1999 Common
Classic Sixth Edition Common
Anthologies Common
Portal Second Age Common
Exodus Common
Portal Common

Combos Browse all

Raging Goblin

Creature — Goblin Berserker

Haste (This creature can attack and Tap as soon as it comes under your control.)

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Raging Goblin Discussion

slvstrChung on Ferocious (Going to FNM for first time)

1 week ago

I think you can ditch two of the Forests. 24 lands is pretty normal and typically provides all the mana you need.

One thing to think about is your mana curve. If you look at the "Mana Curve" infomatic on this page, you'll note that you have very little that can be played on Turn 1 and 2. So let's do a thought experiment and look at your potential plays.

On your first turn, you drop a Mountain... but then there's literally only 3 cards out of your whole deck you can cast, which are your copies of Wild Slash. The odds of you even having one in your opening hand are only 28%, and there won't be much productive you can do with them. What's scary is that this is still the best first turn: if you play a Forest instead of a Mountain, you now have 0 spells in the deck that can be cast first-turn. (So, please, make sure you play a Mountain first. ;D)

On your second turn you have one of 4 creatures you can play (Heir of the Wilds, Whisperer of the Wilds or a 1/1 Mistcutter Hydra), and only a 36% chance of even having one of them in hand. You also have Roast and Magmatic Chasm, but none of them are spells you really want to play on Turn 2 because you aren't going to get optimum value out of them.

Finally it's Turn 3 and you can start doing a lot, especially if you got Whisperer of the Wilds out... but what did your opponent do by Turn 3? Probably "4 damage at minimum" (swing with a 1/1 on turn 2, swing with the 1/1 and a 2/2 on turn 2). If s/he's being really aggressive, it might've been more like "8 damage". If the deck is optimized, it could be "Win the game -- not necessarily by doing 20 damage in 3 turns, but by getting so far ahead that you can never catch up." My friend's $40 Aura Swap Whimsical deck can do that, though he has to have a perfect hand to do it. My wife plays a Green Modern Pauper Ramp deck that can do the same for $15! And yes, these are decks we could be bringing to Friday Night Magic.

I know that you probably haven't been thinking about it in terms of math, at least not the way I'm explaining it. That's okay. You're just starting out, and Magic is a complicated game. I only started thinking about it this way in 2014, a good nineteen years after I entered this game. So don't beat yourself up about it. =)

But, if I were you, I'd make sure in future that you have at least 8 CMC 1 spells in your deck, most or all of them creatures, and at least 6 CMC 2 spells. The cards you'll put there will be, well, boring -- they won't have fancy abilities, they'll just be 1/1s for or that maybe have Haste (Raging Goblin) or maybe ": Add to your mana pool" (Elvish Mystic) or maybe only have flavor text (Mons's Goblin Raiders). But they'll help you not waste your first and second turns. And wasting a turn is the absolute last thing you ever want to do.

Hope this helps and isn't too intimidating. =) Good luck, and may you draw well!

Whiskerbro on Krenko and Friends

1 week ago

Alright, so I have a few pieces of advice over here. I like Krenko a lot, and the general idea of the deck, but it has quite a few issues. First off, you're running way too many one drops, most of which are pretty bad, while opting out of quite a few excellent ones. The same is true of your two drops as well, to be honest. Creatures like Frenzied Goblin, Raging Goblin, Mudbutton Clanger, and Goblin Shortcutter are just flat out bad. Meanwhile, you're not running some great one drop choices like Foundry Street Denizen, Skirk Prospector, or Goblin Recruiter. EDH is a much slower format, and you cannot run nearly as many one, two, or three drops in it as in other formats. Also, your deck has far too few lands and no mana rocks. Even an aggressive EDH deck should have at least 35 lands and mana rocks total, maybe more. Finally, you just have way too many creatures overall. I'd cut down on the total creatures, especially the lower end of your curve, and add in removal and card-advantage tools, which you have almost none of. Chaos Warp, Outpost Siege, and Lightning Bolt are missing, and on the token generation side, Empty the Warrens.

DemonDragonJ on Duel Decks: Mind versus Might

1 month ago

In Jhoira's deck, I would like to see Suffocating Blast reprinted, since it never has been, thus far. Also, Counterflux, Double Negative, Electrolyze, and Prophetic Bolt would all be nice, because they are all very awesome cards that woudl work well with her.

I imagine that Lovisa's deck shall contain plenty of warriors, barbarians, and berserkers, so Berserkers of Blood Ridge would make perfect sense, as would Raging Goblin and Goblin Striker. It also would be nice to see Lightning Bolt or Stone Rain reprinted, since they have not been reprinted in some time, as well.

sliversftw on Shu, The Tiniest Tempest

1 month ago

why are you using Raging Goblin instead of Monastery Swiftspear?

ticked-off-squirrel on Horde of Goblins

1 month ago

as an expert on goblins I suggest you put in these cards

War Horn: having an extra +1/+0 helps allot in goblin raids.

Foundry Street Denizen: will get big really fast when allot of creatures come in (if only for the turn)

Raging Goblin: no explanation needed.

Goblin Balloon Brigade: when you need a little bit of air power to help you.

Legion Loyalist: just like the Raging Goblin but with extra benefits when attacking with a group.

Staff of the Flame Magus: you will gain life whenever you play something.

Goblin Lackey: when it hits a player you get a free goblin.

Goblin Chariot: another quick and cheap attacker for early on.

Goblin Fireslinger: a great way to annoy your opponent by doing cheap damage every turn that cannot be dealt with.

Goblin Kaboomist: this guy can place Land Mines which are a great way to protect yourself as you attack with entire battalion of goblins. (of course there is a chance he could kill himself so be weary of this one)

Goblin Warrens: turn 2 guys into 3 guys instantly and make your army bigger.

you should also take out these cards.

Hellraiser Goblin: it is not a good idea to attack every turn cause there may be times you may not want to attack and if you bring him out too soon you will never have a big army.

Goblin Rabblemaster: I see your reason for having him in there cause when he attacks he gets bigger for every other attacking goblin but the problem is he makes all your other goblins attack and if he does not attack then it is a complete waste.

Goblin Assault: same reason as Goblin Rabblemaster but is even more useless due to the fact it is noty a creature and does not get a buff.

hope this helps

Buckminsterfullerene on "HELP" - All suggestions taken

4 months ago

1x Crystalline Nautilus and 2x Whelming Wave could really push performance to the max! Also, a playset of Raging Goblin and 3x Draco would guarantee victory.

berryjon on Pattern Recognition #8 - Bears

5 months ago

jandrobard: I know. It's weird. Which is why I finished off with the deck I did - Muraganda Petroglyphs, which also runs Blade of the Sixth Pride.

TheRedGoat: Red and Green were, for the longest time, in contention for 'better' creatures - the position where White is now. Green got efficient, smaller creatures with a few larger 'bomb' cards, like Scaled Wurm, while Red monopolized the mid-range vanilla creatures. Both got good 1 drops, but the difference between, say, Llanowar Elves and Raging Goblin shows how the two colours treat their creatures.

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