Down, Down to Goblin-town
(As this enters and after your draw step, add a . after IV.)
I — Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
II — 1. (Put a on an you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature first.)
III, IV — Target opponent loses 1 life and you gain 1 life.
Grade B+ Grade from the win rate
Win rate when drawn 59.3% +3.1 vs average 27,443 games
Win rates and picks
- 58.1% 60,375 games
- Average pick ()
- 3.5
By deck
- Goblin Army 59.8% 14,669 games
- Ferocious Wolves 59.4% 7,430 games
- Removal Control 56.2% 2,492 games
- Removal Midrange 62.0% 959 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
Coercion effects tend to be pretty bad in Limited, but Down, Down to Goblin-town really ups the ante by giving you some good extra bonuses after you take a card from your opponent's hand. A 1/1 Goblin Army plus two life drains over the next few turns is definitely enough upside to warrant playing this.
Down, Down to Goblin-town: This can punish you for holding your like An Unexpected Party too long, so try to cash them in when the right moment comes.
How to draft it
Roles in each deck
Goblin Army Gets you extra cards
Chapter I shows you the opponent's hand and makes them discard the nonland card you pick, chapter II 1, and chapters III and IV each take 1 life from them and give it to you. Seeing their hand also tells you which to play around for the next few turns.
How to play it
Learn the Goblin Army deckIt fits turn 3 when you have no better , or the turn before your best threat comes down. Take the card that beats you, which is their if your threats are better and their if not. No creature arrives until chapter II on your next turn.
Ferocious Wolves Gets you extra cards
Chapter I shows you their hand, and you choose the spell meant for your 4-power creature as their discard. The 1/1 from chapter II is a spare body for Rhovanion Rampager or for their Crude Bent Blade to take, and the last two chapters drain 1 life each.
How to play it
Learn the Ferocious Wolves deckCast it on turn 3 or 4, before they have spent their .
Removal Control Gets you extra cards
Chapter I takes the best nonland card from their hand. Chapter II 1, which makes a 0/0 with one +1/+1 counter when you have no Army. Chapters III and IV drain 1 life each.
How to play it
Learn the Removal Control deckCast it while their hand still holds a spell or a to take. The arrives on your next turn, after the draw step, and makes a spare body to . Drawn late against an empty hand, it's a 1/1 and 2 life drained.
Removal Midrange Gets you extra cards
Chapter I shows you their hand and makes them discard the nonland card you pick, which is for a card they haven't cast yet. Chapter II 1, and with no out that means a 0/0 Army that gets the +1/+1 counter . The last two chapters each drain 1 life.
How to play it
Learn the Removal Midrange deckTake the card that would hurt you most, usually the spell for your best creature or a , and plan your next turns around the rest of the hand you saw. Late in a long game their hand is often empty and chapter I does nothing, so cast a creature instead.