Goblin War Party is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Choose one — • Create three 1/1 red Goblin creature tokens. • Creatures you control get +1/+1 and gain haste until end of turn. Entwine(Choose both if you pay the entwine cost.)
Complete guide
Goblin War Party is a versatile red sorcery that offers flexibility depending on the state of your battlefield. Whether you need to rebuild your forces or push for a final lethal strike, this card provides the necessary tools for any goblin commander. By utilizing the entwine mechanic, you can even do both at once to create an instant army.
Choosing Your Modes
When you cast Goblin War Party, you must choose its function. The first mode creates three 1/1 red Goblin creature tokens, providing immediate board presence. The second mode grants all creatures you currently control +1/+1 and haste until the end of the turn. If you pay the additional entwine cost of {2}{R}, you do not have to choose; instead, you get the benefits of both modes for a total of {5}{RR}.
The Importance of Order
If you pay the entwine cost, the modes resolve in the order they are printed on the card. First, you create the three 1/1 red Goblin tokens. Second, the buff is applied to all creatures you control. Because the tokens are already on the battlefield when the second part of the spell resolves, they will receive the +1/+1 bonus and haste, effectively entering as 2/2 attackers.
Timing and Restrictions
A common mistake is thinking the second mode creates a lasting aura for the turn. However, the +1/+1 and haste effect only applies to creatures you control at the moment Goblin War Party resolves. If you play another creature later in the turn, it will not have haste or the power boost. As a sorcery, you can generally only play this during your main phase when the stack is empty.
Interaction examples
If your opponents have at least seven tapped lands, you can cast Mana Geyser to add seven red mana to your pool. This provides exactly enough mana to cast Goblin War Party with its entwine cost paid, allowing you to create three 2/2 Goblins with haste immediately.
With your commander on the battlefield, casting Jeska's Will can generate a massive amount of mana and exile the top cards of your library. If Goblin War Party is among the exiled cards, you can use the mana generated by the first mode of Jeska's Will to pay for the spell and its entwine cost, turning a simple card-draw effect into a powerful combat swing.
In a scenario where you are low on mana, you might choose only the first mode. You pay {3}{R} and place three Goblin tokens onto the battlefield. These tokens will be 1/1 and will have 'summoning sickness,' meaning they cannot attack until your next turn unless another effect grants them haste.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Goblin War Party
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Goblin War Party is entwined, its modes are performed in order. The Goblin tokens you create get +1/+1 and gain haste.
Card named in this ruling
- #2· Wizards of the Coast
Goblin War Party’s second mode affects only creatures you control at the time the spell resolves. Creatures you begin to control later in the turn won’t get +1/+1 or gain haste.
Card named in this ruling
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Legal formats
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Meta decks with Goblin War Party
No archived Top 8 deck with this card yet.



Mana Geyser
Jeska's Will
Goblin