Many iconic creature types can be found in Magic: The Gathering, both in terms of lore and gameplay. This rich diversity helps create a deep and creative world that players can dive right into. While Treefolk shamans and Elvish archers are emblematic of green, and vampires are the poster children for black mana, goblins are among the defining creatures of red mana, alongside dragons.

Goblins have been a part of the game since the very start, and the Multiverse simply wouldn't feel complete without them. What is more, they can be found on most planes, being nearly as common as humans are. However, their exact appearance, combat strategies, culture and strength vary from plane to plane.

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The Basics

goblin guide

Goblins are fairly basic and rudimentary creatures of red mana, generally hairless mammals that are much shorter than humans, but with large heads and bat-like ears and long noses. Goblin skin tones vary from red and mottled brown to gray or green or beige, or something in between. They often have sharp teeth and claws, and they might be stronger than their slender frame may suggest.

Another aspect of goblins is that they are somewhat like insects: weak alone, but strong in numbers, and they live short lives but reproduce explosively. Towns, outposts, military bases and more can be quickly overrun if enough goblins swarm over them, and goblins are well-known for their chaotic, do-or-die tactics on the battlefield. Cunning and scheming is rare among these creatures; most often, they act on impulse and bloodlust, attacking the first viable target they find. Sheer numbers, the element of surprise and tenacity are the hallmarks of goblin strategy, which can be simple but effective in many cases.

Other times, though, goblins are the expendable foot soldiers of some other commander or army. When goblins have superior leaders like those, they are far more effective, being deployed at exactly the right time and place. Sometimes, goblins might ride into battle mounted on anything from giant lizards to boars, like primitive cavalry.

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Goblins of the Multiverse

goblin mirrodin

Considering how prevalent they are throughout the Multiverse, would be faster to list the planes where Goblins weren't found. However, the goblins of Dominaria might be considered the control group for their species. Dominaria goblins are typically reddish or brown in color, with the trademark slender bodies, wide ears, long noses and big heads of their race.

On the wild plane of Zendikar, goblins are a bit more ferocious looking, but they are slightly more intelligent than their Dominaria cousins. These goblins are expert adventurers and traders who regularly speak with other races to trade expedition gear or offer their services as pathfinders and navigators through floating landmasses or through treacherous mountain passes. The Kor, humans, elves and other races of Zendikar give the goblins more respect and admiration than the goblins on most other planes receive.

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These creatures can also be found on diverse planes such as the metal world of Mirrodin, the savage world of Jund, the war-torn plane of Tarkir and the feudal world of Kamigawa. Mirrodin goblins are noted for their eel-like heads and their affinity for tinkering with artifacts, including the legendary goblin Slobad (a friend of Glissa Sunseeker). Mirrodin's goblins use furnaces and forges to build new contraptions and birth a new generation of goblins, and these goblins often accidentally fall into the furnaces themselves. When the Phyrexians took over, the goblins of New Phyrexia were little different than before.

Goblins can be found on the city-plane of Ravnica, and they have joined all four guilds that include red mana: the Boros Legion, the Cult of Rakdos, the Gruul Clans and the Izzet League. Boros goblins are unusual, being disciplined and well-trained soldiers and pikers who can easily integrate into a platoon or company of their comrades. Gruul goblins are the opposite, favoring brute strength and feral tactics while wearing animals skins and using shaman magic augmented with green mana.

The goblins of Jund are the most miserable, being furry, rat-like creatures who are firmly at the bottom of that plane's unforgiving food chain. In fact, these goblins have learned to find perverse glory in ascending to the mountaintops so dragons can eat them, and being eaten by a great dragon in spectacular fashion is a sort of honor for these goblins.

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When Jund collided with the other four shards, the goblins happily went to war with them, and they took the noble knights of Bant by total surprise. Tarkir goblins are usually found fighting for the Mardu Horde clan, being basic warriors or archers on horseback. Finally, Kamigawa goblins, the akki, have round, tortoise-like shells on their bodies.

Goblins in the Game

goblin cards

In the game, Goblins tend to be small, cheap and attack-oriented, such as having haste, being unable to block or having damage-dealing effects when they attack. It's also common to make Goblin tokens, typically red 1/1 creatures that come from either actual Goblin creatures or instants and sorceries. They can enable either go-wide attack strategies or be used as chump blockers. Goblin lords range from Goblin King to KrenkoSiege-Gang Commander and Goblin Grenade are examples of how Goblins are often sacrificed to deal damage to creatures and players. After all, they are meant to be reckless and expendable.

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