Goblin Anarchomancer

Combos Browse all Suggest


Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Goblin Anarchomancer

Creature — Goblin Shaman

Each spell you cast that's red or green costs less to cast.

Icbrgr on Jurassic Park deck

1 week ago

Goblin Anarchomancer might help get dinos out a little quicker... i like it because its a body to help stay aggressive but Mind Stone is another great option because its "mana" when you need it and becomes a draw if your good on mana to help dig for more dinos

doc_frank_18 on Pepples and boulders

1 month ago

Take out Blaze and put in Hell to Pay Take out Rockshard Elemental and put in Second Harvest Take out Rockslide Elemental and put in Goblin Anarchomancer Take out Rockslide Ambush and put in Beast Within

DatShepTho on Groundshake

1 month ago

Thinking about it more, I might be more inclined for an Explore just for one more 2-mana ramp spell simply for the potential of playing an extra evolving wilds untapped and its easy colour cost that could get reduced by Goblin Anarchomancer

jsimp18 on Mono Red Burnt Goblins

5 months ago

wallisface holy shit thank you so much for all the feedback (once again).

I appreciate it all, it seems like I'm getting closer...those decks will be great inspo, I really appreciate you linking them!!

Would Collateral Damage and Goblin Blast-Runner not work well together? I guess I'm not making enough goblin tokens for it to be as reliable.

Yeah, my adjustments to my mana curve have made Goblin Anarchomancer a bit obsolete...I'll probably change that one out for another token generator.

Might just switch it all to mono red goblins with some sac+burn? I lean more into the burn, using goblins as fuel has been my focus, but I might change that too.

wallisface on Mono Red Burnt Goblins

5 months ago

Some thoughts on the 2.0 version:

  • for Grapeshot to be useful, you need to be reliably casting at least 5 spells a turn - I don’t see you reliably getting close to that and i’d suggest ditching it.

  • Collateral Damage reads like a worse Rift Bolt.

  • while Goblin Anarchomancer is good at spell-slinging, you currently don’t have enough density of cards to make use of it imo (remember it only reduces the cost of the non-coloured spell costs).

  • Goblin Blast-Runner seems interesting, but it’s likely to only be useful for a single turn of the game, as without a sacrifice happening it’s not remotely threatening.

I think at the moment your deck feels like its trying to do too many things at once (aggro goblins, burn, storm), and you need to try and narrow down what you’re wanting it to be. Below are some example lists of established archetypes which have similarities to what your deck is emulating - it might give you some inspiration as to which direction/focus you want to take the deck.

And also some more janky/budget builds:

Balaam__ on Mono Red Burnt Goblins

5 months ago

Well ramp is really a separate topic. wallisface already mentioned the pseudo-ramp Goblin Anarchomancer and I see you have Manamorphose already. There’s also Burning-Tree Emissary but I’m not sure it’s a good fit. My initial comment was more about just shoring up the mana base you currently had.

wallisface on Mono Red Burnt Goblins

5 months ago

Some thoughts:

  • The game is never going long enough to cast Wort, the Raidmother - on average you won't be seeing your 6th land to play until around turn 10-11, and generally most games of magic are decidedly over by turns 4-6. I would suggest ditching this card.

  • I think you need to lower your mana curve drastically. You currently have a LOT of 3-mana spells, which is typically considered near the higher-end for most decks. Conversely, you have very-few 1-mana spells, in a deck that's aiming to be "spell slinger" you want your mana curve to be as low as possible. Goblin Anarchomancer might be also be a creature worth considering to help you cast more spells early - but even with that I think you want a lower mana-curve.

  • Raptor Hatchling and Sporeweb Weaver both don't appear to be doing much for you here??

Theasus7 on Borborygmos Enraged

5 months ago

This is a sweet deck! You have a pretty cool and unique commander. I was thinking of some cards that might pair well with him.

Here are my suggestions: Perennial Behemoth, Pair o' Dice Lost, Abundance, Boseiju Reaches Skyward  Flip, Goblin Anarchomancer, Greenseeker, Groundskeeper, Harrow, Keen Sense, Nissa's Pilgrimage, Orcish Lumberjack, Ruination Rioter, Snake Umbra, You Happen on a Glade.

There isn't a need to upgrade the deck if you are having fun with it though!

Have a good one! :)

Load more