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CardName: Goblin Light house Cost: Type: Land Pow/Tgh: / Rules Text: Goblin Light house enters the battlefield tapped. {T}, Sacrifice a goblin: Add {U}{R} to your mana pool. {T}: Target goblin gains flying and haste. Sacrifice it at end of turn. Flavour Text: Quick! Before it floats away! Set/Rarity: Community Mashup Set Rare

Goblin Light house
 
 R 
Land
Goblin Light house enters the battlefield tapped.
{t}, Sacrifice a goblin: Add {u}{r} to your mana pool.
{t}: Target goblin gains flying and haste. Sacrifice it at end of turn.
Quick! Before it floats away!
Updated on 12 Sep 2014 by Vitenka

History: [-]

2014-09-12 12:42:46: Vitenka created and commented on the card Goblin Light house

­Desolate Lighthouse + Goblin Charger

A loothouse! And a goblin that turns into a goblin-horse, that destroys lands with defender! Really expensively, too!

Um, a goblin-house that floats away. Done.

This first ability reminds me of Skirk Prospector, only giving {r} AND {u} instead of just {r}. It also benefits from being a land and not able to be killed with Shock or even Singe like the prospector.

On the flip side; the prospector can be used multiple times in one go, can sacrifice itself in extremis, and doesn't use up your only land drop.

I agree this is aggressive, though. One reason I left the ETB tapped in there.

Yeah, I mean, on a land, having to sac a creature to add mana wouldn't be all that stellar to me, but in a goblin based deck, I can see this (and the prospector) as just being another way to utilize the Goblins and Goblin tokens that are going to be swarming the fired. I would probably add this land to a Goblin deck if I had some blue cards in it as well. I mean, even if I didn't have blue cards, I could just use the blue mana for generic costs, or artifacts even, saving the red mana for my goblins. This card prevents me from being too careless with my goblin sacrificing, which I mean, I shouldn't need if I'm paying attention to my board state, but still.

I also like the second ability. Turning goblins into mini a Hell's Thunder, minus the unearth ability. I also like how you could use it to send a goblin flying to block an opponent's creature. The tap again prevents you from "abusing" it and making your entire goblin army flying to dive bomb your opponent. I mean, I expect my opponents to be able to block some fliers, but an army of flying goblins? Let's just say I like that it's an ability that, under normal circumstances can only be used once.

My word may not have much weight, but I like this.

This is very cool - powerful in the right deck, but not too powerful due to the significant restrictions. Nice one.

2014-09-12 15:36:00: Vitenka edited Goblin Light house:

picture

Cool; always glad to hit the power sweetspot; especially hard on a land where you can't just bump up the CMC to fix it.

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