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Goblin Dark-Dwellers

Goblin Dark-Dwellers

Creature — Goblin

rare

Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

4/4

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Semantic Tags

Disturbvector

A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.”

ETB Mattersmechanical

Triggers when a creature or permanent enters the battlefield. Prime blink targets.

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

Evasivevector

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.

Menacemechanical

An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”

Menacevector

An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Unblockablemechanical

Cannot be blocked or has an ability that makes it very hard to block.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (9)

Related Concepts

Menace

An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2016-01-22

If an instant or sorcery card you cast this way goes to a zone other than exile or a graveyard, perhaps because one of its abilities says to put it into its owner's hand, it won't be exiled. This is true even if the card would be put into a graveyard later that turn.

2016-01-22

You cast the card during the resolution of the enters-the-battlefield ability, not later in the turn. If it's a sorcery card, ignore the timing restrictions based on it being a sorcery card. Other timing restrictions, such as "Cast [this card] only during combat," must be followed.

2016-01-22

If you cast a card "without paying its mana cost," you can't pay alternative costs such as surge costs. You can pay additional costs. If the card has mandatory additional costs, you must pay those.

2016-01-22

If you can't cast the target instant or sorcery card, perhaps because there are no legal targets available, or if you choose not to cast it, it will remain in your graveyard.

2016-01-22

If an instant or sorcery card you cast this way is countered, it will be exiled.

2016-01-22

If the instant or sorcery card has {X} in its mana cost, you must choose 0 as its value.