Home / Magic: The Gathering / Ice Age / Goblin Mutant
Goblin Mutant
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Creature — Goblin Mutant

Goblin Mutant

uncommon · Creature — Goblin Mutant · Ice Age
$0.21
Low
$0.25
Market
$0.31
High

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

5/3Power / Toughness
{2}{R}{R}Mana Cost
5Prints

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

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Suggested Pricing
$0.21 - $0.31
At the current market price of $0.25.
Average Time to Sell
3 days
At the current market price of $0.25.

Public Decks Using This Card

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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

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