Why was this reprinted? To show how much weaker it is under the new rules?
Volcre
☆☆☆☆☆ (0.0/5.0)
It's still a fantastic and powerful card. Even under the new rules, it's still quite an annoyance to deal with... even in a non-goblin deck.
jhimbob
★★★☆☆ (3.8/5.0)(3 votes)
It's a great card even without abusing the Mogg Fanatic-ness of its Goblins. Helped me win my first draft.
Demonic_Angel13
★☆☆☆☆ (1.0/5.0)(1 vote)
Put him in a goblin deck and find a way to give him lifelink.
PaladinOfSunhome
★★★☆☆ (3.4/5.0)(5 votes)
Greta card. You get some Goblins you can throw at your oppenent and they explode on impact. ^_^
4.0
VirtueVsVice
★★☆☆☆ (2.0/5.0)(2 votes)
If you have one or two of these (or any dangerous Goblin cards for that matter) in your hand and you have Warren Instigator in the field...then it's quite possible you will be having quite a bit of fun shortly =)
darkfury
★★☆☆☆ (2.7/5.0)(3 votes)
enchant him with followed footsteps: slowly make a massive army of 1/1s in red
When 1 card in your hand is worth 4 on the field, and using Lotus Cobra, Oracle of Mul Daya, Verdant Catacombs, Harrow, to ramp up your mana by second turn getting one out, then your already set up for a Warp World. Playing out your hand until about 4th turn (btw Oracle lets you play a land card flipped up at the start of your turn before you draw, and then again if its another land, so you have a better chance of drawing the cards you need, not just land), then using Warp World now, when you have 20+ permanents on the field (thanks mostly to Siege-Gang Commander and Oracle of Mul Daya) means your almost definitely going to get atleast 1 Ob Nix, and 1 Siege Gang Commander. Then depending on how many land you drew, you can drop your opponent to very low life with Ob, and finish him off saccing goblins with Siege-Gang.
It isn't just this deck that uses Siege-Gang to its fullest potential. Any card that is worth 4 permanents is powerful, and the creature sniping ability means not even a Meddling Mage can stand in your way.
agalloch
★★★★☆ (4.6/5.0)(4 votes)
Hit with Warren Instigator. Drop 2 Siege-Gang Commanders. Have one big Goblin Party. :)
Taltor
★★☆☆☆ (2.2/5.0)(4 votes)
Arguably the best goblin card ever!
KrosanGardener
★★★★☆ (4.8/5.0)(10 votes)
@PaladinofSunhome: you are mistaken. They do not, in fact, explode. They have spikes on their head! This, I think, is more amazing to visualize. They are catapulted through the air and unerringly plunge into the opposing wizards flesh like tiny, terrified spears.
Mode
☆☆☆☆☆ (0.0/5.0)
Just got even better with Quest for the Goblin Lord, especially in conjunction with Warren Instigator. The enchantment on turn one, Warren Instigator on turn two, and then if the instigator gets through in turn three you can have fun with a powered-up Goblin horde.
mflanaga
★★★★☆ (4.4/5.0)(6 votes)
@KrosanGardener
Who knows if their helmets aren't laden with explosive red powder?
eternitycode
☆☆☆☆☆ (0.0/5.0)
Incredible card. Swing out with your Goblin army and after blockers have been declared sacrifice any blocked Goblins to deal damage straight to their face. Also works nicely with Tuk-Tuk The Explorer, attack for 1, sac for 2, then get a 5/5. Win!
This card has eternally vexed me. I have a fairly good idea of how the stack works and I wonder why the ruling does not explain further into just HOW you can sac the commander to itself and have it also deal damage. The cost of an ability has to be paid before the ability can go on the stack. Paying costs does not use the stack. So you pay the cost of sacrificing a goblin, (the commander) and the the commanders ability goes on the stack. However, the ability is worded as "Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player."
I think that the relevant ruling is this one: 402.6. Once activated or triggered, an ability exists independently of its source as an ability on the stack. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Sorcerer deals 1 damage to target creature or player") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in play, its last known information is used.
For both cases the check will see if the source is there and in both cases the source will NOT be there as you have already sent it to the graveyard before the ability even goes on the stack. How does the ability resolve then? To clarify: how can the commander do damage if it was dead long before the ability EVEN HIT THE STACK?
Thanks!
Sironos
★★★★☆ (4.4/5.0)(7 votes)
I've always wondered why goblins, being such malevolent, greedy villainous creatures, are so willing to die for their cause, can anyone explain flavourwise?
Ashamed
★★★★☆ (4.9/5.0)(15 votes)
@sironos They're not WILLING to die, they're just so dumb that they're easily taken advantage of by the bigger goblins. Notice how they have spikes on their helmets, he THROWS them. So as you can see it fits well flavour-wise. ;p
sqweebag
☆☆☆☆☆ (0.0/5.0)
arkive oracle of mul daya will not allow u to play a land before you draw so the land ramp and permanent ramp drops off a little bit.
here is why. straight from faq.
Creature -- Elf Shaman 2/2 You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play the top card of your library if it's a land card.
* As you play a land, announce whether it's your normal land play for the turn or you're playing it as the result of Oracle of Mul Daya's first ability (or another such effect that exists).
* If you control more than one Oracle of Mul Daya, the effects of their first abilities are cumulative. If you control two, for example, you can play three lands on your turn.
* When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it.
* If the top card of your library changes during the process of casting a spell or activating an ability, the new top card won't be revealed until the process of casting the spell or activating the ability ends (all targets are chosen, all costs are paid, and so on).
* Oracle of Mul Daya doesn't change the times when you can play a land card from the top of your library. You can play a land only during your main phase when you have priority and the stack is empty. Doing so counts as one of your land plays for the turn (either your normal one, the additional one Oracle of Mul Daya grants you, or an additional one from some other effect).
* If you play your first land of the turn from the top of your library, and the new top card is another land card, you can play that one too.
* Oracle of Mul Daya doesn't allow you to activate the activated abilities (such as cycling) of a land card on top of your library.
cthulubbq
☆☆☆☆☆ (0.0/5.0)
ExcludingUmezawa's Jitte, this is possibly one of the best rares you can pull from a preconstructed theme deck.
AXER
☆☆☆☆☆ (0.0/5.0)
If this creature gets championed, when it returns will it bring more tokens again??
Evermint
☆☆☆☆☆ (0.0/5.0)
What's with the crazy fantasy scenarios? Here's a simple one.
Turn 1: mountain, Goblin Lackey Turn 2: mountain, connect with Lackey, play Siege-Gang, __________________ Turn 3: __________________
Chump blockers, battlefield advantage, aggro, and spot removal. What a glorious card.
infernox10
☆☆☆☆☆ (0.0/5.0)
I love this guy, he's my "bomb" in my casual Goblin deck.
Gets 4/5 counters for Quest for the Goblin Lord.
Gets you some fast, beefed-up gobbies with Goblin Chieftain.
Not to mention you can get him out turn 3 with Warren Instigator.
The only problem for me is, though, that I've never used his ability.
My friends always kill him before I can, or scoop. ):
I like the card and have a goblin deck... but 4.5! That scores higher than several planeswalkers and game-winners. I'm guessing he's getting points for fun value rather than ability
JackofAntioch
☆☆☆☆☆ (0.0/5.0)
You have to love the look on the small goblin's face. You also have to love that goblins are most often destroyed by themselves.
marwinshieldscale
☆☆☆☆☆ (0.0/5.0)
I love this card Vishlord it's rated higher because game winner alot of peple hate rate because it lost them the game just look a jace's rating.
Norrinthewary
★★★★☆ (4.2/5.0)(6 votes)
imma get me one of those backapults
atemu1234
☆☆☆☆☆ (0.0/5.0)
@sironos It's not they're willing to die. They A) Spite their enemy (Goblin Arsonist) they B) are stupid enough to just mess up the best laid plans (Mogg Fanatic) and C) Are willing to kill their own to get their way (This) But there IS a better sac outlet. Arms Dealer.
Totema
☆☆☆☆☆ (0.0/5.0)
With Krenko, Mob Boss leading the fight, this guy can get a lot of ammo pretty fast.
boneclub
★★★★★ (5.0/5.0)(3 votes)
Siege-Gang is always there for me. After a sweeper, needing chump-blockers, finishing off an opponent, burning away blockers, or any combination of them.
A lot of people seem so look at him as a 2/2 for 5 with some little buds, and proceed to think he's not that great. But that's just not true! He's a 5/5 for 5 split over 4 bodies (generally an advantage), with the burn ability to boot!
And boy, is that burn ability good. If you hit your 6th land, he can even send up to 8 damage to the opponents face with it, and that is assuming you didn't attack!
He's also just downright insane in goblin tribal. Between him and Ringleader, you can easily grind out control decks. Comboing him with Kiki-Jiki is ludicrous. Playing him turn 4 with haste off of turn 3 Warchiefis also pretty great. Oh, and also turn 2 off of Goblin Lackey.
His applications don't just end in tribal, though. I always like him as a finisher for my Ponza decks, as well as being a solid man in both midrange and control decks. And he's insane with Reveillark.
Siege-Gang is so versatile and powerful, he's just great
Shadoflaam
☆☆☆☆☆ (0.0/5.0)
Wait, why can he kill himself to do this?
Arachnos
☆☆☆☆☆ (0.0/5.0)
@Sironos: it's less that they're willing to die for their cause and more that they're stupid and mean enough to want the enemy dead no matter the consequences, or the cause.
Also, they like explosions.
PS: Arms Dealer is not necessarily the better sac outlet because he can't target players. This guy can sometimes win games that Arms Dealer could not.
I agree whole-heartedly, for its combo potential alone it is awesome! Use him in my Chaos EDH and he is ALWAYS a key component: Fodder for Proteus Staff or Warp World effects Great Mimic Vat or Kiki-Jiki target (especially with Intruder Alarm) and devastating when combined with effects on damage - Cowardice - Sigil of Sleep - Charisma - Basilisk Collar - Neko-Te to name a few... Don't forget Psychic Battle - Grip of Chaos to make things really nasty! Just grin and watch everyone else sweat in anticipation!
Comments (37)
4.0
slowly make a massive army of 1/1s in red
When 1 card in your hand is worth 4 on the field, and using Lotus Cobra, Oracle of Mul Daya, Verdant Catacombs, Harrow, to ramp up your mana by second turn getting one out, then your already set up for a Warp World. Playing out your hand until about 4th turn (btw Oracle lets you play a land card flipped up at the start of your turn before you draw, and then again if its another land, so you have a better chance of drawing the cards you need, not just land), then using Warp World now, when you have 20+ permanents on the field (thanks mostly to Siege-Gang Commander and Oracle of Mul Daya) means your almost definitely going to get atleast 1 Ob Nix, and 1 Siege Gang Commander. Then depending on how many land you drew, you can drop your opponent to very low life with Ob, and finish him off saccing goblins with Siege-Gang.
It isn't just this deck that uses Siege-Gang to its fullest potential. Any card that is worth 4 permanents is powerful, and the creature sniping ability means not even a Meddling Mage can stand in your way.
The enchantment on turn one, Warren Instigator on turn two, and then if the instigator gets through in turn three you can have fun with a powered-up Goblin horde.
Who knows if their helmets aren't laden with explosive red powder?
I think that the relevant ruling is this one:
402.6. Once activated or triggered, an ability exists independently of its source as an ability on the stack. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Sorcerer deals 1 damage to target creature or player") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in play, its last known information is used.
For both cases the check will see if the source is there and in both cases the source will NOT be there as you have already sent it to the graveyard before the ability even goes on the stack. How does the ability resolve then? To clarify: how can the commander do damage if it was dead long before the ability EVEN HIT THE STACK?
Thanks!
They're not WILLING to die, they're just so dumb that they're easily taken advantage of by the bigger goblins.
Notice how they have spikes on their helmets, he THROWS them.
So as you can see it fits well flavour-wise. ;p
here is why. straight from faq.
Creature -- Elf Shaman
2/2
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
* As you play a land, announce whether it's your normal land play for the turn or you're playing it as the result of Oracle of Mul Daya's first ability (or another such effect that exists).
* If you control more than one Oracle of Mul Daya, the effects of their first abilities are cumulative. If you control two, for example, you can play three lands on your turn.
* When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it.
* If the top card of your library changes during the process of casting a spell or activating an ability, the new top card won't be revealed until the process of casting the spell or activating the ability ends (all targets are chosen, all costs are paid, and so on).
* Oracle of Mul Daya doesn't change the times when you can play a land card from the top of your library. You can play a land only during your main phase when you have priority and the stack is empty. Doing so counts as one of your land plays for the turn (either your normal one, the additional one Oracle of Mul Daya grants you, or an additional one from some other effect).
* If you play your first land of the turn from the top of your library, and the new top card is another land card, you can play that one too.
* Oracle of Mul Daya doesn't allow you to activate the activated abilities (such as cycling) of a land card on top of your library.
Turn 1: mountain, Goblin Lackey
Turn 2: mountain, connect with Lackey, play Siege-Gang, __________________
Turn 3: __________________
Chump blockers, battlefield advantage, aggro, and spot removal. What a glorious card.
Gets 4/5 counters for Quest for the Goblin Lord.
Gets you some fast, beefed-up gobbies with Goblin Chieftain.
Not to mention you can get him out turn 3 with Warren Instigator.
The only problem for me is, though, that I've never used his ability.
My friends always kill him before I can, or scoop. ):
You also have to love that goblins are most often destroyed by themselves.
But there IS a better sac outlet. Arms Dealer.
A lot of people seem so look at him as a 2/2 for 5 with some little buds, and proceed to think he's not that great. But that's just not true! He's a 5/5 for 5 split over 4 bodies (generally an advantage), with the burn ability to boot!
And boy, is that burn ability good. If you hit your 6th land, he can even send up to 8 damage to the opponents face with it, and that is assuming you didn't attack!
He's also just downright insane in goblin tribal. Between him and Ringleader, you can easily grind out control decks. Comboing him with Kiki-Jiki is ludicrous. Playing him turn 4 with haste off of turn 3 Warchiefis also pretty great. Oh, and also turn 2 off of Goblin Lackey.
His applications don't just end in tribal, though. I always like him as a finisher for my Ponza decks, as well as being a solid man in both midrange and control decks. And he's insane with Reveillark.
Siege-Gang is so versatile and powerful, he's just great
Also, they like explosions.
PS: Arms Dealer is not necessarily the better sac outlet because he can't target players. This guy can sometimes win games that Arms Dealer could not.
Also, why hasn't anyone mentioned Rite of Replication?
Fodder for Proteus Staff or Warp World effects
Great Mimic Vat or Kiki-Jiki target (especially with Intruder Alarm)
and devastating when combined with effects on damage - Cowardice - Sigil of Sleep - Charisma - Basilisk Collar - Neko-Te to name a few... Don't forget Psychic Battle - Grip of Chaos to make things really nasty! Just grin and watch everyone else sweat in anticipation!