Goblin Electromancer

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Legality

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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Goblin Electromancer

Creature — Goblin Wizard

Instant and sorcery spells you cast cost less to cast.

hydrothermia on $10 Controlled Burn, Arcane Edition! [UltraBudget]

3 weeks ago

What about Stormcatch Mentor in place of the Goblin Electromancer, it's inherently better with Haste and Prowess, but it's a 1/1 vs 2/2.

sergiodelrio on Goblin Storm

2 months ago

Disclaimer: While some of the following statements might seem like they're meant to be objectively true, they are in fact a subjective opinion based on my design philosophy

I feel like some cards in this deck are a trap.

  • Faithless Looting - As wallisface mentioned before, this is pure card disadvantage. You don't gain anything by just digging and here's why. This deck wants to be as economical with its cards as possible, since you want your cards to either net goblins, net mana or net cards as efficiently as possible in order for you to keep up with opponent's speed. You are spending 1 (4) mana to see 2 (4) cards, but you also discard 3 (5) cards in the process and they don't even do anything in the GY. If you want to stay in blue Brainstormfoil or the likes might serve you much better.

  • Springleaf Drum - So this one fixes your colors, will ramp some, and can sac to Kuldotha Rebirth. But, imho, this is only good on paper. Your deck has a number of sequencing issues, and this is one of them. Playing it early means you likely have to wait to use it. You need to have played goblin producing spells by the time you want to tap it, but you also likely want to sac this to Kuldotha Rebirth over a land. At the same time tapping that goblin is competing with Shared Discovery. If you draw it later, or when you're actually going off, this is kind of awkward too, because it will only ever fix that one mana pip on the same turn and that's the best case scenario. Now you might say, 'but hey, I'm still sacing this to make 3 goblins', now we back to card economics. All of a sudden your 3 goblins cost 2 mana and 2 cards.

  • Distant Melody. Please put the gun down xD. This card can only ever shine when you're already ahead imho, especially the way this deck is set up. It's only ever good when it draws at least 4 cards, but since this is a core RED deck, it will also draw some of your infrastructure cards that will simply force you to delay your plan. This card is awesome when it can draw like 7, but at the time it would/could, you'd be better of casting some kind of finishing spell.

  • Manamorphose. I have taken this card out of every deck I made that had it because I always realized it was never worth the slot (*unless you are playing a deck that has Goblin Electromancer clones and Morphose becomes a ramp spell). Yes, it cycles for free. But ultimately, this is one of your infrastructure cards that you only need because you play U

If I were you I'd consider an alternative way to build the deck in mono R and see what you end up with. That way, you need less infrastructure cards of a certain type, and will naturally draw into combo cards more often, without needing to draw 7 from a 4 mana off color spell.

The best thing you could possibly sac to Rebirth are expendabe Artifacts. Experimental Synthesizer is the best thing for that. (And you might want to look out for more, since IF you go mono R you will lose the ability to sac the blue lands, because you will probably want them out of the deck, but maybe not... but sacing lands to Rebirth feels wrong as well most of the time)

A 1-to-1 replacement for your blue draw spells is tricky. Glimpse the Impossible could be a powerhouse in your deck, tho. It draws cards, if you can't go off that turn or can't cast the cards it becomes ramp in the form of creatures, which in turn power up Battle Hymn (maybe up this to 4 copies as well). Consider also adding Wrenn's Resolve and/or Reckless Impulse, yes, those are not 'draw 3 or more' but they don't require much setup and you can reliably cast them even when you're not stabilized yet.

This would be my draft of this, leaving as much intact as possible, and even leaving the U artifact lands ... just to have sth to look at mono r goblin combo

AcidicArisato on Pew Pew

5 months ago

There are some new cards coming in MH3 that could help a lot. Glimpse the Impossible provides a crazy burst of tokens along with some card selection. Ral, Monsoon Mage, while it does ping you for 1 with every instant and sorcery, is one of the only spell reducers at his mana value (alongside Goblin Electromancer and Baral, Chief of Compliance. His backside helps even more.

Not from MH3, but, Goblin Rabblemaster could also be a good way to consistently generate a token each turn.

wallisface on Grapeshot

8 months ago

Thoughts:

Coward_Token on Murders at Karlov Manor

10 months ago

neo!Massacre Girl: Any good non-symmetrical burn creatures that can take advantage of this in mono-black? (Stuff like Plague Spitter will wear down your own stuff)

Kylox, Visionary Inventor: Very expensive at 7 MV, but seems fun. Works well with token-making spell cards. (Any good Ball Lightning-type token creators?)

Case of the Ransacked Lab: Finally a mono-blue noncreature Goblin Electromancer at this mana value! It turning into a quasi-Archmage Emeritus later on is just the cherry on the top. I like Cases in general too, being obviously very similar to Classes.

Dog Walker: disguise flavor feels kinda weird here

Delney, Streetwise Lookout: AFAIK e.g. Welcoming Vampire doesn't work with stuff like this. At least Esper Sentinel is still good. Also, neat Spark Double imitation with commanders like Lotho, Corrupt Shirriff

wallisface on

1 year ago

Some thoughts:

  • 80 cards is a LOT more than the recommended 60, and will lead to a lot of inconsistency. I’d recommend trying to get back to 60 cards - there’s obvious loose baggage here to ditch.

  • 24 lands in 80 cards is the same as 18 in 60. 18 lands is a very low amount, even for burn decks (which typically run 20).

  • Baral, Chief of Compliance and Goblin Electromancer do nothing for you here - by the time you can cast them, you can cast pretty-much everything else in your deck anyway. Importantly, they neither help with the countermagic or burn plans (they neither help you control the game nor speed up the clock).

  • Convolute and Disallow are both super weak here, just based off mana cost, and are easy cards to ditch to try get you back to a more-reliable 60.

legendofa on harmonic prodigy and cost reduction …

1 year ago

No, Goblin Electromancer has a static ability, and Harmonic Prodigy only affects triggered abilities (which always start with one of the words "when," "whenever," or "at").

9-lives on harmonic prodigy and cost reduction …

1 year ago

If I have Goblin Electromancer and Harmonic Prodigy on the battlfield, would Goblin Electromancer decrease the cost of say, Convolute by two generic mana?

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