I have to say, I'd have preferred if trample was assigned to a Minotaur or Giant. A Goblin granting it just doesn't make a lot of sense.
A minotaur or giant should have Trample. The goblin grants it because he inspires everyone else - if this little guy can run so fervently and fearlessly into battle, everyone else should be as brave. The token-ability is a bit wonky, but everything else fits fine with the flavor of the card.
So is this card basically just a sorcery speed mass buff?
It makes me feel kinda dumb, but I just dont understand all the praise this is getting from everyone. I dont really see the creature surviving even a single combat, and early game it is completely useless, which is awkward considering it's a one drop.
What am I not seeing? Or am I seeing all of it and mass first strike and trample for a single turn is just stronger than I think it is when it doesn't come with any power buffs?
But, you see, normally that hypothetical sort of turn thing works because, even if the one drop actually dies early on, its so big it will take out a blocker and 1 for 1'd or 0 for 1'd so its fine.
but this guy... attacking with him after turn two (or even turn one if you're on the draw) will often be completely suicidal. And generally a waste. Raging Goblin is actually pretty terrible and underwhelming of a reason... which this guy is until, like, turn three at the least.
And his late game use as a buff doesn't seem that powerful to me since it doesn't boost p/t in any way to actually make use of those abilities.
During the pre-release, one of my opponents went full boros, and used this guy to huge effect. Alongside Frontline Medic. That way he could preserve his little 1/1 combat buff and still have other threats on the board that needed to be blocked.
I think most people in this thread are making the mistake of actually evaluating this guy "in a vacuum" when his ability is clearly meant to be used alongside other creatures and with a full strategy, and can only be evaluated as such.
This little dude is bonkers, he just needs support, like the art suggests. You dont drop him on the first 2, 3 turns, but you drop him when you have some support, and that could be alot of things: protection from creatures, multicolored, +3/+3, +3/+0 and can only be blocked by 2 or more, and everything on boros colors at least uncommon.
Well, I knew he was definitely meant for later in the game than the early turns. but, yeah, I guess white is a really good color for keeping things alive, and red for getting things through. Alright, I can accept that.