Squee, the Immortal

Legality

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

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Squee, the Immortal

Legendary Creature — Goblin

You may cast Squee, the Immortal from your graveyard or from exile.

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Squee, the Immortal Discussion

Dorotheus on Goblins in Standard

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.

SynergyBuild on To Hell and Back

2 weeks ago

Oh, no need to be so formal! Also, why Regrowth over Eternal Witness, wouldn't the witness have more synergy, making mana on combo turn with Food Chain? Speaking of which, have you seen the change with some lists running Recruiter of the Guard/Imperial Recruiter to fetch Squee, the Immortal before exiling them to cast him?

Funkydiscogod on Goblin Tribal, Infinite Mana

2 weeks ago

This brings up a good question: is there any way to fruity pebbles with Squee, the Immortal?

Novacast on Goblin Tribal, Infinite Mana

2 weeks ago

So I was wondering if this was possible. If I have 4 Skirk Prospector out, and I use them to sacrifice my Squee, the Immortal can I generate 4 red mana this way, cast Squee infinitely, generate infinite red mana then Banefire for infinite damage?

HandlockTM on Jank InfiniSquee

2 weeks ago

Hey LordNazahn,

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!

razelfark on Goblins Aggro

4 weeks ago

A card you may want to consider running if you have over looked it is Squee, the Immortal. I would suggest 2 copies of for the deck as he is a card that can't be truly removed from the game. This will allow you some ability to have a little extra reach vs control style decks.

There is also another gem in the spoilers you may want to rethink using for goblin tribal is Goblin Cratermaker.

A spell that seems useful from the spoilers Risk Factor. give your opponent the option to let you draw 3 or take damage, and with jump start you can ditch extra land or dead cards drawn in later part of game to do this again.

freakingShane on Purphoros, Forger of Goblins [[Primer]]

1 month ago

Thanks for your patience, all.

@Maizena - I thought a lot about Goblin Chainwhirler, but decided against it for now. Three mana is the part where it really needs an impact, and 1 to everything is good, but I have at least momentarily decided it isn't enough. I know he will be one that I revisit many times though (just like that stinkin' Grenzo, Havoc Raiser!). And Squee, the Immortal would be good if I could run Food Chain, but unfortunately mono-R doesn't have that...


@Bighimmy - I ran Extraplanar Lens in an earlier version of this deck, and 9 out of 10 times it would get Vandalblasted the turn I played it, setting me back significantly. Turn 3 Lens, exile one of my Mountains. In response it gets destroyed, making my turn 4 have only two mana (via remaining Mountains).


@AjTheCreator - Wheel of Fortune is arguably one of the most powerful draw effects in Magic. It lets you go through your deck faster than 99% of other draw cards/effects for a reasonable price, mana-wise. For this deck, it is used to refill our hands and dig out those combo pieces.


@hoyanader - I haven't got around to making any changes online, as my life has taken precedence and Magic (especially running my Tapped Out account) has been sorta put on hiatus...I am not done with Magic, however, nor am I done with this deck.

I have cut out a Mountain in favor of adding Splinter Twin. Twin lets us essentially have another copy of Kiki-Jiki, Mirror Breaker at our disposal, for one less mana. The only draw back being that Twin isn't tutorable with my goblin-tutors. That's the main change as for now, but I am keeping up with this deck and will eventually get around to adding/updating the cards online here.


Again everyone, thanks for your interest in my deck. I will continue to think and improve the deck as more cards come out. I am really looking forward to RTRTR (Guilds of Ravnica, haha) but I feel it will provide more for my Mizzix deck than this one...nonetheless, I will be adding anything I find efficient or powerful!

cdyrdr on Krenkin' Out Infinite Goblins!

1 month ago

@ticked-off-squirrel That's not a bad suggestion. I like Squee, the Immortal, but I don't know what I'd remove to put it in. It's nice to have in case of board wipes, but it doesn't provide any tribal buffs or enable any significant combos for this deck that I'm aware of.

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