Goblin PioneerR
Creature- Goblin 1, Sacrifice Goblin Pioneer; Reveal the top card of your library. If it is a Mountain, put it onto the battlefield tapped.
1/1
I'm wondering if this is powerful enough as-is, or if I should add some way to better know when to sac it, such as Goblin Spy's ability. Alternatively, I could toss Mountainwalk on this if it's just barely too weak.
"Powerful enough" is 99% context based. Is this ment to be a common in a set with landfall? Or is it a rare in a coreset? Or possibly a plant for legacy in a masters set?
As a common in a landfall set it is great. Red isn't supposed to have strong reliable ramp but every color is allowed to grab its own basics. This is at a rate that is fine if the land entering is worth more than a land entering. Though it might honestly be a bit pushed for this slot. For standard power levels it should probably cost 2 to activate. So it isn't beating green in a best case scenario.
As a rare it should still cost more but it also needs more effects to be exciting.
For legacy I am ill informed. I believe it would have to also destroy an opponents non basic land if it failed to get a mountain. Cause legacy is stupid and broken.
Power level wise, this is probably fine as an uncommon. To really abuse it, you need some kind of scry or library manipulation, but if you go out of red to get that it will dilute your ability to actually hit mountains. Putting the land into play tapped means that you're not ramping that turn.
The only non-red feeling thing about this is the ability to block and sac for potential value. Since hitting the land is kind of a coin flip, its not a huge bonus for chumping with the pioneer, but its the best way to use it.
Potentially, you could tweak it in a red way by making it unable to block or must attack. In fact, the latter means you could actually up the power level of the creature and ability. (Changes in bold)
Goblin Pioneer R
Creature - Goblin Scout(?) Goblin Pioneer must attack each turn if able. 1, Sacrifice Goblin Pioneer: Exile the top card of your library. You may play that card this turn. 2/1
This might push it to rare, since the impulsive draw will more consistently give you something playable, and late game it just sort of becomes cycle for 1R. This also makes blocking after casting with it harder since you're less likely to be able to cast what you exile on the opponent's turn.
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Creature- Goblin
1, Sacrifice Goblin Pioneer; Reveal the top card of your library. If it is a Mountain, put it onto the battlefield tapped.
1/1
I'm wondering if this is powerful enough as-is, or if I should add some way to better know when to sac it, such as Goblin Spy's ability. Alternatively, I could toss Mountainwalk on this if it's just barely too weak.
For what you apparently wanted to do, you should have just combined the abilities into a legendary for Commander.
As a common in a landfall set it is great. Red isn't supposed to have strong reliable ramp but every color is allowed to grab its own basics. This is at a rate that is fine if the land entering is worth more than a land entering. Though it might honestly be a bit pushed for this slot. For standard power levels it should probably cost 2 to activate. So it isn't beating green in a best case scenario.
As a rare it should still cost more but it also needs more effects to be exciting.
For legacy I am ill informed. I believe it would have to also destroy an opponents non basic land if it failed to get a mountain. Cause legacy is stupid and broken.
The only non-red feeling thing about this is the ability to block and sac for potential value. Since hitting the land is kind of a coin flip, its not a huge bonus for chumping with the pioneer, but its the best way to use it.
Potentially, you could tweak it in a red way by making it unable to block or must attack. In fact, the latter means you could actually up the power level of the creature and ability. (Changes in bold)
Goblin Pioneer R
Creature - Goblin Scout(?)
Goblin Pioneer must attack each turn if able.
1, Sacrifice Goblin Pioneer: Exile the top card of your library. You may play that card this turn.
2/1
This might push it to rare, since the impulsive draw will more consistently give you something playable, and late game it just sort of becomes cycle for 1R. This also makes blocking after casting with it harder since you're less likely to be able to cast what you exile on the opponent's turn.