Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When this creature dies, it deals damage equal to its power to any target.
Trample
This creature gets +1/+0 for each oil counter on it.
When this creature enters and whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on this creature.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
{1}{R}: This creature gets +2/+0 until end of turn.
{1}{R}: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
{R}: Creatures you control gain haste until end of turn.
{3}{R}{R}: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, this creature gains first strike until end of turn.
Other Goblins you control get +1/+1.
Whenever this creature or another Goblin you control dies, exile the top card of your library. If it's a Goblin creature card, you may cast that card until the end of your next turn.
Play with the top card of your library revealed.
You may cast Goblin spells from the top of your library.
As long as the top card of your library is a Goblin card, this creature has all activated abilities of that card.
Double strike
Whenever a Goblin or Orc you control deals combat damage to a player, exile the top card of your library. You may play that card this turn.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
Whenever Pashalik Mons or another Goblin you control dies, Pashalik Mons deals 1 damage to any target.
{3}{R}, Sacrifice a Goblin: Create two 1/1 red Goblin creature tokens.
Haste
Whenever this creature deals combat damage to a player, that player creates a 0/1 colorless Goblin Construct artifact creature token with "This token can't block" and "At the beginning of your upkeep, this token deals 1 damage to you."
Haste
Whenever Squee attacks, create a 1/1 red Goblin creature token that's tapped and attacking.
You may cast this card from your graveyard by paying {3}{R} and exiling four other cards from your graveyard rather than paying its mana cost.
Other Goblins you control get +1/+1.
{R}, {T}: This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
This creature can't attack unless you control more creatures than defending player.
This creature can't block unless you control more creatures than attacking player.
Haste (This creature can attack and {T} as soon as it comes under your control.)
When this creature enters, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order.
Indestructible
Whenever this creature is dealt damage, it deals that much damage to target opponent.
{2}{R}, {T}: This creature fights another target creature.
When Muxus enters, reveal the top six cards of your library. Put all Goblin creature cards with mana value 5 or less from among them onto the battlefield and the rest on the bottom of your library in a random order.
Whenever Muxus attacks, it gets +1/+1 until end of turn for each other Goblin you control.
When this enchantment enters, you may discard a card. If you do, draw two cards.
{1}, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
{3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Torch the Tower deals 2 damage to target creature or planeswalker. If this spell was bargained, instead it deals 3 damage to that permanent and you scry 1.
If a permanent dealt damage by Torch the Tower would die this turn, exile it instead.
Spree (Choose one or more additional costs.)
+ {1} — Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
+ {1} — Change the target of target spell or ability with a single target.
Creatures you control gain trample until end of turn. (Each of those creature can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Skewer the Critics deals 3 damage to any target.
If you control two or more other lands, this land enters tapped.
{T}: Add {R}.
{3}{R}: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
This land enters tapped.
{T}: Add {R}.
{4}{R}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
{T}: Add {R}.
Channel — {3}{R}, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
This land enters tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
{1}, {T}: For each color among monocolored permanents you control, add one mana of that color.
As Three Tree City enters, choose a creature type.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.