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Great Ugly-Looking Goblin // Clap! Snap!How it works & interactions with other cards

By the ManaCount desk· 6 min read· The Hobbit· August 14, 2026
Carte Magic Great Ugly-Looking Goblin // Clap! Snap!

Great Ugly-Looking Goblin // Clap! Snap! 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.

01

Official card text

Each creature you control with a +1/+1 counter on it has menace. (It can't be blocked except by two or more creatures.) Amass Goblins 2. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Great Ugly-Looking Goblin // Clap! Snap! is a versatile card that brings the Amass Goblins mechanic into the world of Adventures. Whether you are building a dedicated Army or looking to grant evasion to your reinforced troops, this card provides two distinct stages of value. Understanding how these pieces interact is key to mastering its role in your deck.

What it does

This card functions in two parts. As a creature, Great Ugly-Looking Goblin is a Goblin Soldier that grants menace to every creature you control that has a +1/+1 counter on it. The Adventure side, Clap! Snap!, is a sorcery that uses the Amass Goblins 2 keyword. This creates a new Goblin Army token if you don't have an Army, or adds two +1/+1 counters to an existing Army you already control, turning it into a Goblin if it wasn't one already.

How it resolves step by step

When you cast Clap! Snap!, it goes onto the stack as a sorcery spell. Upon resolution, you check if you control an Army creature; if not, you create a 0/0 black Goblin Army creature token. You then choose an Army creature you control and put two +1/+1 counters on it. As the final step of resolution, the card is exiled rather than going to the graveyard. While in exile, you may later cast the Great Ugly-Looking Goblin creature half from that zone during your main phase.

Common Mistakes

A common mistake involves zone transitions: if Clap! Snap! is countered or discarded, it goes to the graveyard, and you cannot cast the creature side from there. Additionally, while the card is in your hand, library, or graveyard, it is only considered a creature card. You cannot search for it with effects that specifically look for sorceries, and it counts as a creature for cards like Syr Konrad, the Grim.

When to play it

Play the Adventure side early to establish a board presence and set up the 'on track' casting of the creature. Once the Great Ugly-Looking Goblin permanent is on the battlefield, it turns your Amassed Army—and any other creatures with +1/+1 counters—into difficult-to-block threats. It is particularly effective in decks that use black devotion or care about Goblin tribal synergies.

Interaction examples

Building the Army

You cast Clap! Snap! for {1}{B}. Since you control no Army, you create a 0/0 black Goblin Army token and put two +1/+1 counters on it, resulting in a 2/2 creature. The spell then exiles itself, allowing you to cast the Great Ugly-Looking Goblin creature later.

Gaining Menace

With a 2/2 Goblin Army (which has two +1/+1 counters) already on the battlefield, you cast the Great Ugly-Looking Goblin creature side from exile. Once it enters the battlefield, its static ability applies, and your Goblin Army now has menace, requiring at least two blockers to be stopped.

Devotion and Death Triggers

If Great Ugly-Looking Goblin is on the battlefield, it contributes one {B} to your devotion for Gray Merchant of Asphodel. If it is ever milled from your library into the graveyard, Syr Konrad, the Grim will trigger once because the card is considered a creature card in the library and graveyard zones.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Great Ugly-Looking Goblin // Clap! Snap!

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    In the rare case that you control multiple Army creatures (perhaps because you control a creature with changeling) while you amass Goblins, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Goblin, it becomes a Goblin in addition to its other types.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    To amass Goblins N, if you don't control an Army creature, create a 0/0 black Goblin Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Goblin, it becomes a Goblin in addition to its other types.

    Card named in this ruling

  12. #12· Wizards of the Coast

    Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. And if the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Goblins, you can end up with a Goblin Orc Army.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    Some spells and abilities that amass Goblins may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Goblins.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    If you don't control an Army, the Goblin Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.

    Card named in this ruling

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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