Turn 1 Goblin Guide, Attack for 2 (Total damage 2)
Turn 2 Goblin Guide, Goblin Guide, Attack for 6 (Total damage 8)
Turn 3 Trumpet Blast, Attack for 12 (Total damage 20)
I think this is the 2nd quickest way to win in Standard next to 4 triggered Archive Traps on opponent's 1st turn after he used his fetchland/terramorphic expanse. Any thoughts?
Posted By:
grandkill
(1/1/2010 4:33:48 PM)
@Arachibutyrophobia
You might want to change that Orcish Oriflamme for a Trumple Blast !
Posted By:
feliciano182
(2/7/2010 8:06:11 AM)
@TwoStars: "It's funny how we started with Mons's Goblin Raiders, then Crazed Goblin, then Raging Goblin, then Goblin Bushwacker, and finally, this."
Your chronology is way off.
Mons's Goblin Raiders came first, sure, but Crazed Goblin was in Darksteel, which was seven years after Raging Goblin was first printed in 1997. Furthermore, Goblin Bushwhacker was printed in the same set as Goblin Guide here, so you can't really say that Bushwhacker came before this.
It's an interesting point you're trying to make, but it's also entirely inaccurate.
Posted By:
SpencerDub
(6/21/2011 11:50:37 AM)
this guy's pretty sweet. He's probably my favorite card in this set
Posted By:
brunsbr103
(9/26/2009 7:25:17 AM)
The best red creature ever printed!
Posted By:
eynblue
(12/15/2013 8:53:04 AM)
I hardly see that as a drawback, really.
If you reveal a non-land, you now know what they're going to draw. If they get a land, they might have to discard if they have nothing to play (particularly on turn 1 Guide's).
There's so much good in this one little goblin that I didn't figure out until it rotated out of standard.
Mind you, I do enjoy paying "only" $5/each rather than $10.
Posted By:
Ferlord
(2/17/2013 3:10:34 PM)
Signed in just to rate this 5/5. Holy hannah.
Posted By:
MostlyLost
(6/6/2013 7:44:36 AM)
@MagicCritic: Torpor Orb prevents abilities from triggering when creatures enter the battlefield.
Goblin Guide's ability triggers when it attacks, not when it enters the battlefield. Torpor Orb does nothing to prevent it.
Posted By:
GeneralShroom
(6/9/2013 7:32:41 AM)
A 2/2 haste for 1 is just stupidly good. That "drawback" isn't really a drawback either; if it doesn't hit a land, you just learned what their next draw is.
@troll_berserker: Wow, hadn't even considered miracles. That's pretty awesome.
Posted By:
Continue
(9/26/2013 9:19:41 AM)
@the"drawback": The right thing to do is just main deck a couple Blood Moons in say, Modern. What good will drawing lands do that tap for the wrong color? Besides, the land count in Modern is low as it is...
Posted By:
j_mindfingerpainter
(10/7/2013 9:50:34 PM)