Goblin Caves
Enchantment — Aura
Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.
- CMC
- 3
- Mana cost
- Color identity
- R
- Rarity
- common
- Set
- Masters Edition IV
- Price
- —
- EDHREC rank
- #17189
Goblin Caves gives your Goblins +0/+2, turning fragile 1/1s into bodies that survive Lightning Bolt and trade up in combat. Three mana to cast and one to enchant a land is a real cost, but in a dedicated Goblin deck the toughness bump across your whole board makes alpha strikes far less punishing to eat.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
In Commander, Goblin Caves earns a slot in Goblin tribal builds helmed by Krenko, Mob Boss or Muxus, Goblin Grandee — anywhere you're flooding the board with small tokens and need them to survive a swing-back or a Pyroclasm effect. Legacy and Vintage are formats where Goblin Caves is legal but essentially invisible; the card is too slow and too passive for either environment's pace. Pauper is where Goblin Caves has the most plausible niche outside Commander, since common-legal Goblin aggro wants cheap ways to protect its board, though even there the two-mana enchant activation competes with just playing another threat.
Key Combos
Combo lines featuring this card
Price Context
Current price
unknown tier
Pricing data for Goblin Caves isn't available at the moment, so check Scryfall or TCGPlayer for current copies. Given that it's an older niche tribal enchantment with limited competitive demand, it almost certainly sits well under a dollar.
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Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.