Rummaging Goblin

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Ixalan (XLN) Common
Magic 2015 (M15) Common
Magic 2013 (M13) Common

Combos Browse all

Rummaging Goblin

Creature — Goblin Rogue

, Discard a card: Draw a card.

Rummaging Goblin Discussion

StopShot on MarDU you wanna die?!

1 month ago

There are some cards that are strictly better than the ones you are already running.

Run Spark Harvest over Bone Splinters

Run Costly Plunder over Altar's Reap

Run Deal Broker over Rummaging Goblin

Run Goblin Cratermaker over Reckless Reveler

Run Commander's Sphere over Rakdos Cluestone

sonnet666 on I'm interested in building draw ...

1 month ago

Honestly? I don't really like any of these except for Clock + Key, and that's only in a deck that's heavily artifact based.

  1. This is largely dependent on how much functionality Clock of Omens and Key to the City already have in your deck. If there are a lot of splashy artifacts you want to untap and a lot of scary creatures you want to connect with, then I'd say play it, but that sounds like it's two different decks. If you have to hunt around for two different artifacts that don't do much on their own just to spend 2 or more mana per card (you have better things to do with your rocks usually), then this is kind of meh.

  2. The per card really kills this one. Paradox Engine + Rummaging Goblin will let you rummage forever pretty much for free. There are several other untap effects in red you could work with. Aura versions of creature effects are much less versatile than just running the creature version, and Pili-Pala has very limited usefulness in these colors.

  3. I'm always a critic of group hug effects. Giving your opponent cards in EDH is like handing the enemy ammunition in war. It's just a bad idea. If your opponent is running green and has a ton of mana, you won't be outpacing them in draws no matter how many treasures they give you. ( Smothering Tithe is, of course, still a great card.)

  4. This might be : draw a card if your opponent exists, but Mind's Eye is also : draw a card if your opponent exists, and Mind's Eye is a single card. What reason do most decks have to run Norin the Wary ? I've never played him in anything outside of Purphoros, God of the Forge .

I don't really see how any of these come close to Skullclamp + creatures, and Red/White is the best color identity to tutor an equipment.

PIayswithFlRE on Oathbreakers for the missing shards ...

2 months ago

TypicalTimmy Just curious; where's the rule about the planeswalker card using the subtype to determine whether or not you can use an ability? I couldn't find it; all I could see was that it was the same permanent. Is there currently a planeswalker that changes subtype when it transforms?

Assuming for the moment that you can't activate both sides of it in a single turn, I think they'd currently look like this. I'm keeping my weird mana cost, just because I like it.


Sorin, Out for Blood

Legendary Planeswalker - Sorin

You may have this card enter the battlefield transformed.

+1: Each player discards a card. Draw cards equal to half the number of cards discarded this way, rounded up.

0: Gain life equal to Sorin, Out for Blood's loyalty, then transform it.

-X: You may tap up to X creatures you control. Creatures you don't control get -1/-1 until end of turn for each creature tapped this way.

4


transforms into
Nahiri, Heart of Stone

Legendary Planeswalker - Nahiri

As long as it's your turn, Nahiri, Heart of Stone is a 4/4 Kor Ally creature with menace and indestructible that's still a planeswalker.

+1: Deal 2 damage to target planeswalker or each opponent. You may transform Nahiri, Heart of Stone

-X: Tap Nahiri, Heart of Stone. X target creatures you control get +1/+1 for each mountain you control.

4


So, - changing Sorin's +1 to make him a Rummaging Goblin in 1v1 and Tormenting Voice in EDH/Oathbreaker - Nahiri stays legendary as a creature - replace Nahiri's -X with the +1/+1 bonus for mountains

Lokotor on Marchesa, The Black Rose - Primer

7 months ago

Bloodytrailz

I think Goblin Cratermaker would be a good choice in a more budget list.

I have been keeping an eye on RNA. So far nothing has really struck me as a very significant improvement though.

Essence Capture is a bit restrictive and honestly creatures aren't really an issue most of the time, so if anything 'non-creature' is what I'd rather see.

I'm already running around 10 flying creatures at the moment, so I don't think there's a great need for Skatewing Spy , and like you said, it's basically Herald of Secret Streams otherwise.

I actually do like Priest of Forgotten Gods , but I think having to sacrifice 2 other creatures is a bit demanding here and i feel that it's going to just be too many hoops to jump through most times. this is another card I'd probably play in a budget list but not otherwise.

If Burning-Tree Vandal was a loot effect and not a rummage effect I might be wiling to run it, but rummage is just not very good. Rummaging Goblin

Bedevil is basically a straight upgrade to Dreadbore but I'm not absolutely certain that I'm happy with the colored mana cost increases. It is a card I would want to test for a while and since it's like $7 I probably won't get around to testing it in the immediate future. I would say feel free to try it though since it doesn't seem too difficult to cast where it's only an extra which is our main color.

SynergyBuild on Krenko's Horde by ole

7 months ago

Love this deck! +1!

Gempalm Incinerator and Volley Veteran could be a great additions, cheap, efficient removal in this deck! Warbreak Trumpeter, Stingscourger, Rummaging Goblin, Goblin Wardriver, and Goblin Soothsayer are other efficient goblins that have powerful utility.

Rafifian on Goblins

8 months ago

This looks good so far. Aggro creature decks are some of my favorites (looking at you, elves), and this looks like fun. However, there are still some tweaks I would recommend.

DISCLAIMER: I play modern mostly, not standard, but I still keep up with and watch the standard meta. Some of these choices may not be optimal, and they are all my opinion, so take what I say with a grain of salt.

Firstly, the cards I really like:

  • Goblin Chainwhirler: Very good choice. Almost never bad, no matter the match-up, I really like the four-of here.

  • Siege-Gang Commander: I like this as well. Self-propelled burn, pressure, mentor targets: this just fits very well in this deck.

  • Legion Warboss: I think this card in underrated. Especially in this deck that has creatures to be pumped, this fits well. It's just good, immediate, self-propelled pressure. I like the four of.

Next, the choices I think you should modify:

  • Manabase: You do not need 24 lands in a deck with this low of a curve. I think 22 or even 21 would be sufficient, especially with the Skirk Prospector.

  • Goblin Cratermaker: While this is a good card in its own right, I think it's much better suited for the sideboard. Maybe a couple in the mainboard would be fine, but it is a very flexible sideboard card that is good to board in in many situations.

  • Volley Veteran: This card is definitely good enough to mainboard. If you drop Skirk Prospector on one, Goblin Instigator on two, Legion Warboss or another Goblin Instigator on three, and then Volley Veteran on four, that's six damage to face and a 4/2 body for a meager four mana! The thing about goblins is that it's fast enough to avoid most of the early removal other decks may have, and Volley Veteran can likely come down before a sweeper, if they're even running a sweeper game one. That being said, if they do get a sweeper or keep your minions under control, this does close to nothing. Very good when ahead, kind of bad when behind. Consider a couple in the mainboard, just don't get too crazy.

Next, the cards I think you should cut:

  • Squee, the Immortal: This one stands out immediately to me. I think it's just too slow to get by in such an otherwise fast deck. It just makes the deck more unfocused in my opinion, unless I'm missing something (Skirk Prospector combo I think is too slow, if that's what you were thinking.)

  • Goblin Barrage: Put simply, I just don't think this has enough of an effect. One body on the board is worth a lot, and because you have to use this pre-combat for it to be good, that means one less attacking body. Minions are recurring damage, while this is a one-shot four to the face and a creature. Also, it is a little high on the curve and there are cards that do effectively the same thing for a lower cost. Consider running Lava Spikes or other burn instead (I talk more about it below).

  • Rummaging Goblin: Too slow. The goal of this deck doesn't include card filtering, it's just jamming a ton of creatures and swinging face. While I appreciate that this could be good in control or other grindy match-ups, I don't think you need it. There are other, more impactful cards for this, like Experimental Frenzy (see below).

  • Rigging Runner: I don't think this is quite impactful enough to mainboard, and I don't think it's quite flexible enough to sideboard.

Finally, the cards I think you should consider:

  • Experimental Frenzy: One problem fast creature decks have is running out of gas too quickly. One of the reasons I love modern Elves is that you get to run cards like Collected Company, Lead the Stampede, and Chord of Calling so you have less of a chance of not getting in those last few points of damage. I don't know if this is good mainboard, but it could be a really fun (and useful) sideboard card. In games you know are going to go long, you can slap this down and just pop off, given the right opportunity.

  • Some burn/removal: Cards like Lightning Strike, Shock, and Lava Spike could be good additions to the sideboard. All are good in creature match-ups to clear the way for the alpha strike, and the Lightning Strikes and Shocks are good for pressuring planeswalkers or getting that last 5 or so damage.

  • Risk Factor: This card is good in decks that have a lot of early pressure. It offers both burn and gas, depending on the situation, and in a fast deck like goblins, both are almost always useful. While maybe too unfocused for the mainboard, this would be a good choice for sideboard, I think. It is good into control or grindy-er games.

  • Anthems: While slower, anthem effects like Vanquisher's Banner can be very powerful. Vanquisher's Banner is especially powerful because of the card draw effect. Like I said above about running out of gas, incidental card draw is great for keeping this from happening. Also, this very good for dropping on turn five and alpha striking for the win. I would consider maindecking up to four of these.

  • Fanatical Firebrand: It's almost necessary to run four of these in the mainboard. It's early damage and a ping if you need it. Also, one drops are very good for fast decks (every point of damage matters!).

  • Banefire: Good as maybe a one or two of in the sideboard, this will win you games against control. If you rush them down early but they have a sweeper, this will get you your last few points of uncounterable damage.

I hope what I've said is useful for you. All in all, I think you're doing fine with your deck. Just tweak a little (biggest thing is adding removal to the sideboard) and you're well on your way to winning an FNM!

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Rummaging Goblin occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.16%