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Moxonomy

Goblin War Party

Sorcery3 generic manaRed mana

Entwine is what makes this two-card decision one card. Split apart, both halves are unremarkable: three 1/1 Goblins for four mana is behind the curve, and a +1/+1 team pump with haste is the kind of finisher aggressive red decks have printed dozens of times over. What the card is really selling is the entwine mode, where three fresh bodies arrive with haste and the +1/+1 already applied, turning an empty board into six power that all attacks the turn it lands. That is the alpha-strike button, and it costs 2 generic manaRed mana on top of the base line to press.

The design is honest about what it is doing. The two modes read as complementary because they are: mode one supplies the creatures, mode two arms them, and entwine is the premium you pay to skip having to draw both at the right moment. It rewards a deck that wants a go-wide payoff it can also deploy as raw token count when the board is fuller, without splitting those uses across separate cards. The tension is entirely about tempo versus reach; the base modes give you a floor early, and the entwine cost turns the same card into a lethal reach spell later in a race. It is a token-swarm closer with a built-in second gear.

Goblin War Party (mh1)
MH1 · #131common
Pricing
Normal: $0.21
Foil: $2.35
Oracle Text

Rules text

Choose one — • Create three 1/1 red Goblin creature tokens. • Creatures you control get +1/+1 and gain haste until end of turn. Entwine 2 generic manaRed mana (Choose both if you pay the entwine cost.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
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
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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