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Moxonomy

Goblin War Paint

Enchantment — Aura1 generic manaRed mana

Two mana for +2/+2 and haste reads like a worse Rancor until you weigh what each half of the rate is actually buying. The +2/+2 is fine; the haste is the part that justifies the card, because it turns a freshly cast creature into an attacker the same turn and lets an aggressive deck convert a stalled hand into immediate pressure. The cost of that speed is the cost every Aura pays: two-for-one risk. Spend the card to enchant a creature, and a single removal spell answers both, which is why this kind of effect never quite competes with the equipment that does similar work without the downside. The lineage runs straight back to the cheap, all-upside power-and-toughness Auras of the earliest sets, the ones that gave a beater a swing in stats and asked nothing in return except that you not get blown out. Haste is the wrinkle that distinguishes this one: it is a tempo enabler dressed as a pump spell, built for a deck that wants to deploy a threat and attack with it before the opponent can untap. Outside that narrow tempo mission, the math rarely favors committing a second card to a body that was already on the board.

Goblin War Paint (zen)
ZEN · #129common
Pricing
Normal: $0.14
Foil: $0.21
Oracle Text

Rules text

Enchant creature Enchanted creature gets +2/+2 and has haste.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

4 sets
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