Goblin Caves

Enchantment — Aura

Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.

CMC
3
Mana cost
{1}{R}{R}
Color identity
R
Rarity
common
Set
Masters Edition IV
Price
EDHREC rank
#17189
Buy on TCGplayer
Goblin Caves card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.