Rise of the Hobgoblins

Rise of the Hobgoblins

Enchantment

When Rise of the Hobgoblins enters the battlefield, you may pay (X). If you do, put X 1/1 red and white Goblin Soldier creature tokens into play.

(R/W): Red creatures and white creatures you control gain first strike until end of turn.

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Printings View all

Set Rarity
Eventide (EVE) Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rise of the Hobgoblins Discussion

psionictemplar on goblinsh

1 month ago
  1. Raid Bombardment could be swapped for Cavalcade of Calamity since almost all your creatures will be attacking for 1.

  2. I would also suggest removing a couple Coat of Arms in place of some additional lands. A five drop is probably going to be too hard to cast with only 17 lands. There's also the point that coat and raid bombardment also contradict each other gameplay wise.

  3. Rise of the Hobgoblins is in a similar situation needing several lands to be very impactful. Probably drop 2-3 of those in place of some other goblins. Goblin Cratermaker comes to mind since it can kill/destroy many things.

I guess the tl:dr would be to pick either a go fast plan with low cost spells/creatures that make use of your enchantments or go big with more lands and the coat of arms plan. Trying to do both will leave you doing both poorly.

DemonDragonJ on Elemental Swarm

1 month ago

Boza, upon further consideration, there are two aspects of your design that I dislike: first, if the spell is countered, the player shall have lost great amounts of mana; second, the creature cannot be cheated onto the battlefield with an effect such as Elvish Piper, Quicksilver Amulet, and so forth.

Therefore, I have decided to use the same formatting as Rise of the Hobgoblins, which I feel is a format that WotC should use more often in this game, as seen, below.

Elemental Swarm Show

With this formatting, the player will not lose mana if the spell is countered, and they can also summon the swarm in ways beyond hardcasting it, so now what does everyone think of it?

Epicurus on Niv's Misfits

3 months ago

TolarianScientist, sorry to keep singling you out, but you're the only one commenting on this deck...

Alright, so I just removed Terminate, Merfolk Skydiver and Rise of the Hobgoblins in favor of Maraleaf Pixie, Gyre Engineer and Lotus Field. However, I really can't figure out what I would remove for Arcane Signet. It just seems like that would put me at too many spells that aren't mana pairs, and I like the mana rocks I already have in there better. I already added Faeburrow Elder, and had forgotten to mention Arixmethes, Slumbering Isle as a mana dork in my previous comment. Do you think that's enough?

Epicurus on Niv's Misfits

3 months ago

TolarianScientist, your concern is real. At the moment, I'm running 16 spells which deal with that concern:

For a hot second, I also had Atzocan Seer on the list, but dropped it in favor of including more offense as a tradeoff for losing mana production (I removed it for Knight of New Alara).

The problem with mana dorks is that none of the best ones are color pairs. With any other 5-color commander, this decklist would look totally different.

I like your suggestion of borderposts. Right now, the Spells I'd most consider removing are Merfolk Skydiver, Rise of the Hobgoblins, Deathbringer Liege, Terminate and Dovin, Grand Arbiter. Of those spells, how many and which would you replace with borderposts of the same colors?

Sorry for the long response.

skibulk on Warp World Tunnelingus Deck

6 months ago

Rise of the Hobgoblins might be worth considering.

SharpRaptor on Brion Stoutarm (Giants)

1 year ago

Part 2

Enchantments

Ajani's Mantra - Too slow. Way too little impact. We don't have triggers off life gaining a lot so we can replace this.

Rise of the Hobgoblins - We aren't really interested in the effect towards our gameplan. The first strike can be nice. But not the best thing we can be looking at.

Scourge of the Nobilis - We don't have anything that we really benefit from putting this on. Brion already has lifeling, and his sacrifice ability is based on the sacrificed creatures power so we don't want to pump him either. Then putting it on a creature we want to sacrifice is setting ourselves up to loose out on cards by 2 for 1nning ourselves. There are some other enchantments that we may play that recur themselves but we will come back to those later.

Maybe Enchantments

Searing Meditation - I really want to like this card but it seems rather low damage for mana investment keeping 2 up all the time. However if we end up with a lot of ways to gain lots of individual triggers. Then this could be worth it.

Instants

A couple of these are just upgrade them but keep the same idea. These ones are all effects that we want but probably not this exact version. And we might want more of them.

Condemn can be replaced with Swords to Plowshares (or maybe just have both)

Crush Underfoot could be Fall of the Hammer . It means that a non-giant can use it, though you lose out on the minor ability to search up a removal spell with your Giant Harbinger

Shatter could be Abrade as it gives more flexibility. Or one of the ones that include white that can hit enchantments too.

Others should probably just be replaced, maybe with more version of the above effect.

Pact of the Titan - The free 4/4 with flash is pretty good. But unlikely to win you the game with it. It effectively costs you 5 mana for it and because it doesn't have Haste it isn't winning you the game before you have to pay for it.

Soul's Grace - A card that only gains you life in one burst is usually not worth it. If it did something else too then maybe. But not just life gain.

Sorceries

Giant's Ire - Just isn't worth it really. It doesn't do enough for the mana.

Maybe Sorceries

Feudkiller's Verdict - While this effectively could be a 6 mana 5/5 that gains you 10 life on enter. Which isn't bad, it could still sometimes be stuck in hand unable to make the 5/5. So while this can be decent, It can be bad.

Lands

We can afford to cut 2 or 3. I usually recommend 36-7 with around 10 nonland mana sources. Because this runs a lot of big guys, we want to consistantly hit our mana so we want 37.

Artifacts

Armillary Sphere - This doesn't actually ramp us it helps us hit out land drops though which is a good thing. However there are a couple of other cards which do similar while being repeatable or having other effects that go with it

Paradise Plume - We want mana ramp, this is possibly just too slow though. Rocks that tap for 1 colour are usually 2 mana. Our 4 mana rocks tap for multiple mana usually.

DerektheRed on R/W Angel tribal

1 year ago

In addition to Smothering Tithe , another new card to consider is Divine Visitation . Possibly a token sub-theme? You've already got Moonsilver Spear , Luminarch Ascension , etc. Assemble the Legion or Rise of the Hobgoblins could be pretty sweet.

Your biggest issue will be card draw, so definitely run the Land Tax + Scroll Rack combo if you have it.

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