Viewing offers in Near Mint condition
Goblin Mutant
Oracle Text
Trample
This creature can't attack if defending player controls an untapped creature with power 3 or greater.
This creature can't block creatures with power 3 or greater.
Card Details
Set
Character Background
Goblin Mutant from Ice Age is a wonderfully unhinged red beater: a 5/3 with trample for four mana, it asks to be used as an aggressive tempo card rather than a defensive pivot. Its drawback is very real, though—if the opponent has an untapped creature with power 3 or greater, it can’t attack, and it also can’t block those same large bodies—so it works best when you’re pressuring the board and forcing awkward taps rather than trying to trade resources evenly. In practice, it fits best in aggro or land-ramp red shells that want efficient damage and can clear the way with burn spells, combat tricks, or tap effects. Pair it with removal like Lightning Bolt-style effects or with menace/evasion enablers so the trample damage matters more. The card rewards sequencing: remove or exhaust their biggest blocker first, then swing hard with a surprisingly efficient old-school bruiser.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Goblin Mutant
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Goblin Mutant from Ice Age is a wonderfully unhinged red beater: a 5/3 with trample for four mana, it asks to be used as an aggressive tempo card rather than a defensive pivot. Its drawback is very real, though—if the opponent has an untapped creature with power 3 or greater, it can’t attack, and it also can’t block those same large bodies—so it works best when you’re pressuring the board and forcing awkward taps rather than trying to trade resources evenly. In practice, it fits best in aggro or land-ramp red shells that want efficient damage and can clear the way with burn spells, combat tricks, or tap effects. Pair it with removal like Lightning Bolt-style effects or with menace/evasion enablers so the trample damage matters more. The card rewards sequencing: remove or exhaust their biggest blocker first, then swing hard with a surprisingly efficient old-school bruiser.
Generated using gpt-5.4-mini · Updated at 2026-09-15 04:10:45 UTC
