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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Goblin Kaboomist
Image from Wizards.com

Goblin Kaboomist
- M15

Reviewed July 31, 2014

Constructed: 1.80
Casual: 3.40
Limited: 3.20
Multiplayer: 3.05

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Deck Garage

Goblin Kaboomist

I've never heard of Stone Librande, but this time I'm more distracted by the weird font this card is written in. The capital G and K have weird curly tails that I haven't seen on Magic cards before, and it's distracting. Maybe that's why the Kaboomist himself ends up stepping on his own Land Mines?

Graphic design gripes aside, I do like the idea of Red being the color that puts noncreature artifact tokens into play-- an application of its identity as the "forge" color. I also like the flavor here, and the fact that the 2 damage to the attacking creatures is coming from the Land Mines, which are colorless artifacts, and thus aren't stopped by Protection from Red, while the 2 damage to the Kaboomist is coming from the Kaboomist himself, and CAN be prevented by Pro:Red if you could somehow grant it. It's the rules tinker in me. ;) An early Kaboomist can easily slow down an oncoming weenie rush, but if you get lucky with the flips, you could also end up with enough mines to kill a ferocious 8/8 or worse. As the Geodude card from the original Pokemon sets taught me, if you keep flipping until you lose, you'll win an average of one flip. (Remind me to explain the math to you some time.) And since you still get a Land Mine after you lose a flip (you just lose the Kaboomist) that means on average you'll get two Mines.That can be very helpful if you find yourself losing the race on the ground. You could also just augment the Kaboomist's toughness, so it survives a lost flip and keeps mining the ground.

Constructed- 2
Casual- 4.5
Limited- 4
Multiplayer- 4.75

David Fanany

Player since 1995

Goblin Kaboomist
I didn't happen to get a Goblin Kaboomist in any of my M15 boosters so far, but it looks like a fun card to build around. I note with interest that you don't have to invest any mana or even tap the goblin to get a land mine each turn; though he himself is a little fragile, there's probably a defensive red deck or a red-based artifact-sacrifice-themed combination deck waiting to be made. Plus the thrill of yelling "Kaboom!" each turn.
Constructed: 1/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5


Magic The Gathering Card of The Day: Goblin Kaboomist

Welcome back readers todays card of the day is a super flavorful card, a goblin that can get blown up by its own land mines! Unfortunately as cool as the card is I don’t foresee it seeing any meaningful constructed play in standard or elsewhere, that leaves casual and multiplayer for this little guy, red has a history of coin flip cards and goblin is a relevant tribe so this card has some potential, its wacky random and can be quite good making it a perfect card for casual and multiplayer although its power level fluctuates. In limited it’s a very strong if it can live as removal is removal and this card can provide it sometimes. Overall a wacky but well designed card for casual, multiplayer and sometimes limited play.

Constructed: 1.0
Casual: 2.0
Limited: 2.5
Multiplayer: 2.0

Michael "Maikeruu" Pierno

Today's card of the day is Goblin Kaboomist which is a two mana Red 1/2 that puts a token into play that can be sacrificed for one Red mana to deal two damage to a target attacking creature without Flying plus after placing the token you flip a coin which can deal two damage to Goblin Kaboomist. Barring the addition of Haste or a boost to toughness this will not even get to attack half of the time and becomes a three mana spent version of Righteous Blow that doesn't work on blockers. For Standard this could be played as a source of some removal in a very thematic goblin build, but overall this isn't reliable or efficient enough to see serious play.

In older formats there are more options for support to keep this goblin alive which makes it better by improving the odds of multiple tokens being created. It takes two tokens to get a solid value from this, yet most forms of support cost three mana which leaves this as a turn four play with another two mana goblin. The awkward timing requires a fairly specific hand, so usage in Modern may not be very widespread.

In Limited this is a form of removal, though it is in play and weak enough to only have minimal psychological impact. The likely self-destruction is a serious drawback that makes this a weak first pick in Booster, though the low cost and removal aspect make it worth including for Red decks in Sealed.

Constructed: 3.0
Casual: 3.0
Limited: 3.5
Multiplayer: 3.0


Deck Garage
Goblin Kaboomist
I like Goblins.
Now, I didn't say I like playing Goblin decks. Those annoy me. I like the flavor of Goblin cards. They go all out and try as hard as they can - they're just not very careful. Sometimes the thing they intended to kill you kills themselves. Goblins aren't afraid to give their operatives goofy names like "Goblin Kaboomist".
Usually cards that involve flipping a coin are not good, because you can't predict or control the outcome. In the Kaboomist's case, you could end up paying 2 mana for nothing more than a single land mine if the flip goes against you on the first turn. The trick is - how do you make the Kaboomist survive a lost coin flip? Is it worth throwing an aura on him or using some sort of universal +1/+1 effect? Perhaps.
If you're able to keep him alive, it makes ground combat very tricky for your opponent - and it only gets trickier the longer it goes. Amassing several land mines would be akin to putting a moat around yourself so only flying creatures can attack you. 
I think most likely, the efforts you would need to go through to keep him around are too much work for the benefit, but it sure it fun to say "Goblin Kaboomist" and threaten to blow up opponent's creatures with land mines!
Constructed: 2
Casual: 4.5
Limited: 3
Multiplayer: 2.5

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