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Magic: The Gathering Card Comments Archive

Quest for the Goblin Lord

Multiverse ID: 198392

Quest for the Goblin Lord

Comments (24)

DonRoyale
★★★☆☆ (3.7/5.0) (5 votes)
Siege-Gang Commander gets you 80% to this thing's trigger already. There's also Dragon Fodder and the ridiculous amount of one-drops Goblins have.

It shines in multiplayer where games generally last longer. Constructed it probably won't fit as it's too slow to function well in a Goblin deck.
wolfv
★★☆☆☆ (2.6/5.0) (4 votes)
love it, want 2.... it is simple and elegant, even tho it is very wordy
mdakw576
★★☆☆☆ (2.4/5.0) (8 votes)
Most times it'll be too slow for a goblin deck. You need 5 goblins to come in for this to trigger, which means if you don't draw this early this isn't going to do anything.
Mode
★★★★☆ (4.1/5.0) (8 votes)
Siege-Gang Commander, Mogg War-Marshal, Warren Instigator, Empty the Warrens and Rise of the Hobgoblins are likely the best cards to combine with this quest.
(The Instigator is a good choice because he synergizes with the Commander and gets pretty intimidating as a 3/1 double-striker.)
And as DonRoyale already pointed out, Siege-Gang commander alone provides four out of the five required quest counters, therefore getting this later doesn't necessarily mean it's useless either.

Your opponent likely won't want to cast his/her Hunted Phantasm if you have this enchantment in play :D
Gaussgoat
★☆☆☆☆ (1.0/5.0) (6 votes)
Pretty slow for a quest, I'm surprised they made it 5... I mean, you could just cast Orcish Oriflamme and be done with it.

Don't get me wrong, I'd still use it in a goblin deck, but compared to something like Quest for the Gravelord it seems under powered.

2.5/5
Dingo777
★☆☆☆☆ (1.0/5.0) (4 votes)
T1 this
T2 Warren Instigator
T3 Goblin Guide/Lightning Bolt, Goblin Guide/Lightning Bolt, Goblin Guide/Lightning Bolt, drop any goblin, quest active, Drop any goblin
T4 Win

it isnt that slow if you get it turn 1, other then that, it becomes less useful
Jokergius
★☆☆☆☆ (1.3/5.0) (9 votes)
Stupid...stupid, stupid card...Do you know how easy it is for Goblins to come and go??? And what if you add this?! Stupid crazy...

(P.S.: I mean stupid in a good way)
feliciano182
☆☆☆☆☆ (0.0/5.0)
What the hell is wrong with some people at Wizards Of The Coast ? They release "Quest For Pure Flame" and then this ? I don't get it.
Cheza
☆☆☆☆☆ (0.0/5.0)
Bad design strategy. I would have made a cmc 2-3 card with 'whenever a golbin is put into graveyard from play' instead of a cmc 1 spell witn etb-effect. This wastes the early slots that are important for goblin decks. A 1/1 haste is nearly useless when not played on the first turn, but with this card, you may either collect counter or be aggressive... so you'll deserve none of both in the end.
Edrocks006
☆☆☆☆☆ (0.5/5.0) (3 votes)
does Tarfire count towards the quest counters? If it does, this card is absolutely amazing!
TheSuperbloop
☆☆☆☆☆ (0.0/5.0)
To quote:

"I ran this in a GOBLIN deck and it STILL didn't activate!"
Clanius
☆☆☆☆☆ (0.0/5.0)
i thought it did pretty well in my standard goblin deck. won quite a few games with it acutually. but it is only good in the begining of the game definatly not a card you want to draw later in the match.
iantewks
★★★☆☆ (3.5/5.0) (3 votes)
With Kuldotha Rebirth, this is beyond cool!
Add 2 Goblin Guides to attack for 20 on turn three :O
Kirbster
★★★★☆ (4.7/5.0) (29 votes)
ULTIMATE COMBO: This... then stare intently at your opponent until he plays Hunted Phantasm.
OmegaSerris
☆☆☆☆☆ (0.5/5.0) (1 vote)
The only thing I don't like about this card is how it hoses Raid Bombardment. With Goblin Chieftain at least your previously 1/1s will still trigger the bombardment and also give them haste. That's why I prefer Quest for Pure Flame in a bombardment deck.
Test-Subject_217601
★★☆☆☆ (2.8/5.0) (2 votes)
@Edrocks006: No. Instants and sorceries can't enter the battlefield. It's a rule.
GrimjawxRULES
★★☆☆☆ (2.8/5.0) (2 votes)
This card actually deserves more love than it gets. If you're running a very aggressive goblin deck, this card is great when you don't draw your Goblin Guides/other 1cc guys.
NeoKoda
★★★★☆ (4.5/5.0) (2 votes)
Kirbster, you made me laugh far too hard.
sogeking27
☆☆☆☆☆ (0.0/5.0)
I've used this quite a few times in my goblin decks and it tends to work beautifully. It is meant for a goblin token deck, but still, I've never had a problem ever pumping out five goblins. Works wonders with krenko, mob boss... Cuz he's a boss.
TheWrathofShane
★★☆☆☆ (2.5/5.0) (1 vote)
Could pay off when dropped on the first turn, nearly a dead draw later on.
This is more for budget constructed, and appeals to players who value deck theme//flavor over playability. This becomes stronger if your using things that give 2+ goblins on one card, like dragon fodder. +2/0 is nothing to laugh at, and can win games.
spartanvi
☆☆☆☆☆ (0.0/5.0)
This 'quest' has won so many duels for me. It's dead weight as a late game draw, so I'd only roll 2 of them at most. Krenko, Mob Boss makes short work out of creating quest counters, but I feel it works best with Mogg War Marshal; he'll get you 3 quest counters for 2 cmc, don't pay the echo, then drop that last Krenko's Command and a Goblin Bushwhacker = GG. For longer games, make sure you have a Bloodmark Mentor to make this buff work its defense.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
I run two of this next to two Goblin Lookout. They serve the same function and operate under the same circumstances; but decks usually can only remove one or the other.

This works great if you have Goblin Warchief. Very easy to meet that +2/+0 when you can cast a boatload of things next turn, plus they all have haste so can utilize that bonus. Look to Mode's comment for the cards that work best.