Goblin Instigator

Goblin Instigator

Creature — Goblin Rogue

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

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Goblin Instigator Discussion

passimo on The Shadow over Goblinnsmouth

1 week ago

Hey Gattison, I agree that is how the universe works =).

Removing a Gryff would be problematic, because sometimes it's hard to draw eldrazi, having only 7 of them.

I'll think about removing a Goblin Instigator , or better a Dragon Fodder , and a Swiftwater Cliffs , but I'm unconfortable in having 16 lands, needs testing.

As for Goblin Chirurgeon , motion approved! I only need to acquire them.

Thanks for the advice! Cheers!

Gattison on The Shadow over Goblinnsmouth

1 week ago

I love goblins, so I love this deck. That's just the way the universe works. However, it was the Lovecraft reference that brought me here. That is also how this universe works.

I was thinking you could also go -1 Wretched Gryff , -1 Goblin Instigator in order to add some Goblin Grenade s. If you wanted, you could probably cut -1 Swiftwater Cliffs for a third.

I second the motion to add Goblin Chirurgeon . It could replace the 3x Goblin War Party maybe.

timtasticc on The Shadow over Goblinnsmouth

1 month ago

I think with how many tokens Mogg War Marshal and Goblin Instigator make, the goblin gathering might be a little overkill but they are very on flavor. I think cutting two of them in favor for Lightning Bolt or Goblin Grenade for some flavor points might be better and give you interaction (and also gets rid of Gurmag Angler

Goblin Chirurgeon would be a good card to keep your crushers on the field because of how prominent removal is. Might be better for sideboard but its a fun card I love using!

Would love to see "Gobdrazi" become a meta deck one day this looks like fun and also flavorful! +1

MaltOMeal on Goblin Politics

1 month ago

Hey lobsternips! Thought I'd jump in and give you my take on what you've got going on. Your noncreature spells look fantastic, not much I would take out, but if you can find a way to fit in some creature recursion in Rise of the Dark Realms or Thrilling Encore with your mass creature destruction in dictate or Killing Wave . Also bounce-type effects like Conjurer's Closet could make use of your etb effects, you'd definitely see some usefulness there. The only problem I see with this deck is its SUPER heavy into red, there are some non-red Goblins out there, but you'd basically be playing a Red deck splashing white and black for support. However, Goblins are funny and mean just like Negan.

As for creatures, I love what you're doing. Lots of synergy, and I love the Goblin tribal theme. Also, love the Kiki-Jiki inclusion, plus with snoop you sorta just win.

Cuts? Show

Creature Suggestions Show

Goblin Tribal spells Show

Utility Cards Show

Hope I helped some, I probably didn't seeing as I gave more inclusion suggestions rather than cuts. If you decide on doing one thing like "Go Wide" or "Go Tall", adjust your cards to reflect that. Aside from that good luck on your deckbuilding!

exodus7 on Krenko, The Horde’s Acoming

4 months ago

Hello friend, great deck. Is there any particular reason you dont have Goblin Instigator ? Since you have Dragon Fodder and Krenko's Command I figured that would be included as it has more synergy with Muxus, Goblin Grandee and other goblin tutors.

StrawBossMH on Zoblins

4 months ago

2 Goblin Instigator out, and 2 Goblin Cratermaker in

A little less raw goblin generation but cratermaker is resistant to Plague Engineer and Walking Ballista and can take out both. He also gives Unearth a little more versatility. He also has a cat.

StrawBossMH on Zoblins

4 months ago

(March 2021) I am currently considering swapping:

Mainboard

  1. 4 Dragonskull Summit for 4 Cavern of Souls
  2. 2 Goblin Instigator for 2 Spike Jester

Sideboard

  1. 3 Nihil Spellbomb for 2 Rakdos Charm
  2. 2 Goblin Chainwhirler for 3 Pithing Needle

forneyt on Big Bad Goblins

10 months ago

I think to make your deck faster and more consistent, you would need to make the mana curve lower and/or create better synergies with your cards.

First, I would address your mana curve. As a mono-red deck, you rely on speed to gain advantage, but you only have 8 cards that you can play turn one (Theoretically, you can play others with Simian Spirit Guide, but I will get to that). Legion Loyalist is an amazing 1-drop. However, to get out your 3-drops, you rely heavily on SSGs and Infernal Plunges to ramp up, both of which require you to essentially get rid of one or two cards respectively. SSG takes up a card in your hand, Infernal Plunge takes a precious creature and a card in your hand. Then, if your 3-drop is removed, then you basically get 2 or 3-for-one'd, losing a LOT of value. So, if you want to pursue this ramp style, you need to utilize more cards that give you card advantage before turn 3. Dragon Fodder or Goblin Instigator would give you a body to sac while leaving one to attack, though have CMC 2. These cards would also later take more advantage of your lords' +1/+1 because they would be 2 bodies instead of 1. Even adding one or two lands would also help with this build.

If you are not set on the sac playstyle, I would suggest increasing your 1-drops and 2-drops and lands. Goblin Bushwhacker is a great 1-drop that has advantages to playing later with its kicker, and Weaselback Redcap can be useful for its combat trick to get extra chip damage while still playing your cards. Goblin Guide is also a popular 1-drop. Some great 2-drops include Warren Instigator (which you have only one of), Conspicuous Snoop for card advantage, Goblin Wardriver for his pseudo anthem, and of course the 2-drops I mentioned earlier. Having 1 and 2-drops will take advantage of your lords right away, and adding more lands would make it simpler for playing cards each turn, thus making your deck faster and more consistent.

As for your synergies, some of the cards are interfering with other cards in your deck or not taking the full advantage of their potential, making them weaker cards. For example, Vexing Devil, while it is an amazing card, does not take advantage of the Goblin theme and is sacked right away 9/10, thereby making it not useful for both themes of the deck. The Simian Spirit Guide and Infernal Plunge, while can be useful to get out a 3-drop, are not enough to consistently get each 3-drop out of your hand, filling your hand up with unplayable cards. The Temur Battle Rage does not benefit from the Ferocious ability most of the time, and is a win-more kind of card in this deck. Even if you ramp into a Krenko, Mob Boss Turn 2, you would lose 2 cards and risk losing your 4-drop, for one or two 1/1s that can't attack for another turn. Having a ton of lords is not helpful when there are no underlings to take advantage of their boosts. Some other 3-drops you should consider would be Krenko, Tin Street Kingpin, Legion Warboss, and Pashalik Mons.

I wrote all this out because I don't want to take away your decision making as a deck builder; I want to bring up considerations for you to make your own decisions. However, I'll leave a suggestion for additions and subtractions that you can adjust to your preferences.

Take out:

-4x Vexing Devil

-3x Infernal Plunge

-3x Simian Spirit Guide

-2x Goblin Grenade

-2x Temur Battle Rage

-2x Krenko, Mob Boss

-2x Goblin Warchief

-2x Goblin Rabblemaster

Add in:

3x Mountain

1x Goblin Chieftain

1x Goblin King

3x Warren Instigator

4x Goblin Bushwhacker

4x Conspicuous Snoop

2x Krenko, Tin Street Kingpin

2x Legion Warboss

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