Goblin Instigator

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Goblin Instigator

Creature — Goblin Rogue

When Goblin Instigator enters the battlefield, create a 1/1 red Goblin creature token.

nuperokaso on Boros Impact

1 week ago

Gearhead93 on Mono Red Goblin Tribal Burn needs help

1 year ago

I'd recommend adding a playset of Lightning Bolt for extra creature removal and burn to close out games. Rundvelt Hordemaster may be the better lord to run since anytime one of your goblins, token or otherwise, dies you get a card out of the deal. If you go this way I'd also replace one of your token makers with Goblin Instigator since it's still two goblins for two mana but it can be cast off of the Hordemaster.

I'm not sure the warren instigators are doing as much as you'd like. It's pretty easy to block and/or kill, and you don't have many ways to clear the way for it.

GameDragon111 on Torbran's Goblin Hose

1 year ago

This deck seems to be strong and has great foundations. However, I would suggest that you replace Swab Goblin with Purphoros, God of the Forge and Goblin Instigator with Krenko, Tin Street Kingpin.

The god will help you deal mass amounts of damage, especially with Torban as your commander, and the other Krenko will help you create more goblins than Goblin Instigator can.

Also, if you want to deal more damage, you may want to add Fiery Emancipation to your deck. I would replace End the Festivities with that card.

Hope this helps

multimedia on Tariel wrecker of holes

1 year ago

Hey, you haven't really made a complete deck yet to begin optimizing? Since there's only 14 lands here and you have to know that's not enough lands for a Commander deck?

There's some good ideas here, such as stealing opponent's creatures, attacking with them and then sacing them, but you want more sac outlets for this strategy. Making opponents discard cards is good, but giving an opponent the choice of what card to discard can be problematic for Tariel since opponent is not going to discard a creature. There's some reanimation and lots of recursion here which is good in these colors, but there's few enablers to get your creatures into your graveyard.

Some causal budget deck building advice to get started.

To start add 36 lands, they can be all basic lands to begin, can change some to dual lands later. Have 36 lands so you fill all the spots that are needed for lands and to clearly see how many cards have to be cut for lands. The double faced cards represented as lands here are all terrible cards for the mana cost. Cut them all and replace them with basic lands?

To add more lands next cut all the Pacifism removal? This type of creature removal doesn't interact with Tariel, Reckoner of Souls because it doesn't kill opponent's creature putting it into opponent's graveyard. If you want to utilize Tariel's ability then your opponent's creatures have to be put into graveyards, not exiled or stuck on the battlefield unable to attack or block.

The next cards to cut to add more lands are the high mana cost creatures who don't do enough for Tariel, Reckoner of Souls. Tariel is the high mana cost spell you want to cast more than the rest, the other spells played should have some interaction with him or interact with opponent's creature in some way such as In Garruk's Wake. Keep Wake, cut the rest?

Cards to cut last are some that just aren't doing enough for the mana cost and don't have any interaction with Tariel, Reckoner of Souls or the other strategies being played.

All these cuts make enough spots for 36 lands. When you have enough lands then you can begin to optimize the rest of your deck. Good luck.

Nathanael97 on Goblin Singularity

2 years ago

Isn't Mogg War Marshal just better than Goblin Instigator?

GrimlockVIII on The Bargain Bin [pEDH Mahadi Goodstuff]

2 years ago

Satyr's Cunning and Underworld Rage-Hound can serve as reusable sac resources

Lazotep Reaver and Goblin Instigator are cheaper alternatives to Searchlight Companion

If you focus on a Goblin sub theme, Goblin Shrine and Goblin Caves can provide good anthem abilities.

Uh ye that's it from me so far I guess.

Rivel on Krenko's Goblin Cannon

2 years ago

Im gonna go ahead and list off some goblins that I think will be great additions to your deck, while also trying to keep them mostly cheap to acquire. Goblin Matron, Goblin Warchief, Goblin Trashmaster, Siege-Gang Commander, Krenko, Tin Street Kingpin, Goblin Ringleader, Goblin Recruiter, Goblin Instigator, Muxus, Goblin Grandee, Warren Instigator

Token Generation: Dragon Fodder, cheap, creates more goblins. Nuff said. Removal: Chaos Warp. Mono red staple.
Burn: Massive Raid, great way to cut an opponents hp pool down to size or act as a finisher. Also can serve as targeted removal in a pinch. Impact Tremors, I cannot recommend this card enough for your deck! It fits in soo well. Carddraw: Hazoret's Monument also doubles as discount! Endless Atlas card draw for practically no downside. Haster: Fervor, much harder to remove than your goblins that add haste. A solid card for any red aggro deck.

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