|Commander / EDH||Legal|
Printings View all
|Duel Decks: Merfolk vs. Goblins (DDT)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Mercadian Masques (MMQ)||Rare|
Combos Browse all
Creature — Goblin
Battle Squadron's power and toughness are each equal to the number of creatures you control.
Battle Squadron Discussion
1 month ago
Vormi, Earth Tender
Legendary Creature- Wurm
You may exile 8 creature cards from your graveyard and pay rather than play Vormi's mana cost.
Trample. Vormi can't be blocked by more than one creature.
Whenever Vormi, Earth Tender attacks, create X 1/1 black and green Worm creature tokens, where X is the number of lands in your graveyard.
1 month ago
Gazdrazil, Arachnawakener Matriarch
Legendary Creature - Spider Shaman
Reach, deathtouch, lifelink, vigilance
At the beginning of each upkeep, if Gazdrazil, Arachnawakener Matriarch is in the command zone, create a 1/2 green spider creature token with reach. It deals 1 damage to you.
For each spider creature card tapped or exiled to pay this creature's delve and convoke costs, you lose 1 life and put the top card of your library into your graveyard.
5 / 8
Create the vehicle depicted in any of the following cards: Battle Squadron , Mizzix of the Izmagnus , or Sling-Gang Lieutenant . (and if you do Sling-Gang, don't just do a reprint of Goblin Bombardment but make it more interesting. Bonus points if equally hilarious.)
1 month ago
The Little Boy Who Cried
Legendary Creature - Human
When The Little Boy Who Cried enters the battlefield, Call 3.
0 / 1
Response - Create a 2/2 wolf creature token. Any player may tap a creature they control to counter this response.
I think I understand the ability? For some reason it's a little difficult to wrap my mind around how it triggers, especially when the call and response are on the same card. It essentially creates a trigger that triggers itself? I think CrowMutini means for the calls and response to be on separate cards.
New challenge: Create the vehicle depicted in any of the following cards: Battle Squadron , Mizzix of the Izmagnus , or Sling-Gang Lieutenant . (if you do Sling-Gang, don't just do a reprint of Goblin Bombardment .
Alternatively, if you feel you have something REALLY good and you grasp the mechanic really well, create another card with call/response that makes the mechanic really shine.
1 month ago
I'd recommend Battle Squadron . It adds some flying to the deck.
7 months ago
Hey guys, @SamsWrath,
changes incoming. The first step to get more in line with the mechanics.
Check out the new stuff!
- -1 Animate Dead +1 Talisman of Indulgence
- -1 Arms Dealer +1 Kiki-Jiki, Mirror Breaker
- -1 Battle Squadron +1 Sword of the Paruns
- -1 Dread Return +1 Anger
- -1 Goblin Glory Chaser +1 Sol Ring
- -1 Goblin Goon +1 Cheering Fanatic
- -1 Goblin Grenade +1 Phyrexian Altar
- -1 Skirk Fire Marshal +1 Mana Echoes
- -1 Goblin Razerunners +1 Murderous Redcap
1 year ago
Burn at the Stake: Great win condition for decks where you have boatloads of creatures.
Blasphemous Act: Boardwipe for if things get out of hand.
Goblin Recruiter: Great tutor for goblin decks.
Coat of Arms: Turns all of your goblins into very large creatures that usually wins the game unless someone deals with it the turn you play it.
Shared Animosity: Another great way to win games.
Vanquisher's Banner: Lord effect for your goblins and a card draw engine. Definitely a plus.
Chaos Warp: Arguably the best red single-target removal spell in the game.
Hammer of Purphoros: Haste enabler, and allows you to do something with the extra mountains you no longer need during late game.
Goblin War Strike: Win condition for some games.
Ogre Battledriver: Haste enabler that also buffs your creatures.
Battle Squadron/Reckless One: Another win condition. While the haste on Reckless One is nice, I would recommend Battle Squadron due to the deck not having any other answers to flying creatures besides burn spells, and it'll likely have haste anyway from the many other haste enablers you have in the deck.
Massive Raid: Targeted creature or player removal.
Reverberate: Used to copy someone's win condition, or copy an opponents counterspell to counter their counter. All-around great card, very versatile.
Mogg War Marshal: Not a bad card, but you already get a bunch of 1/1's from Krenko. There are just better cards to have in your deck.
Beetleback Chief: Same reason as Mogg War Marshal.
Grenzo, Havoc Raiser: Doesn't really synergise with what the rest of the deck is supposed to do.
Sparksmith: This is a fun card for obvious reasons, but will also likely get you killed.
Buried Ruin: You don't have enough important artifacts for this to be necessary.
Hellraiser Goblin: There are better haste enablers without the drawback of forcing you to attack.
Coldsteel Heart: Goblins don't really cost a lot of mana, so you likely won't need the ramp. That, and this is pretty slow as far as ramp goes.
Goblin Chainwhirler: This is a terrific card in standard, but not neraly as much in EDH. Unless your playgroup meta has a lot of creatures with one toughness, this card isn't going to do much.
Snow-Covered Mountain: Is there a reason you're running these over regular Mountains? If not, the hefty price tag on these lands is why I'd choose to stay away from these. Edit: I just saw Scrying Sheets. If this is your only reason for snow lands, I don't think it's really necessary.
Mutavault: While this does help somewhat, it's not by that much. It doesn't help your deck enough to be worth the $12 price tag.
Squee, Goblin Nabob: Unless you play against a lot of discard-oriented decks, this doesn't do a lot to help you.
Red Elemental Blast/Pyroblast: Unless you play against a lot of blue counterspells, I would drop this for some better components. There's a specific card later on I wold replace this with anyway if you're having issues with your stuff getting countered.
Commander's Sphere: While the ramp and card draw is nice, you don't really need it. Your goblins don't cost a lot, and the card draw is pretty minimal.
Foundry Street Denizen: This would be an extremely good card if it had trample. Unfortunately, the lack of trample, and the rather low toughness of 1 means it will likely just get trump blocked by some tiny creature your opponents control and die.
1 year ago
If you are missing black mana as you play i'd remove a few mountains for Rakdos Signet, Myriad Landscape, Rakdos Guildgate and a couple other cheap black/red lands. Throw in a Bojuka Bog just because there are SO many graveyard decks lately.
Battle Squadron = big, flying goblins
Breath of Fury is amazing if you get multiple taps out of Krenko or go infinite with Kiki-Jiki
1 year ago
Jimmy_Chinchila: Thanks Jimmy!
I will go through the suggestions one by one, but most of the answers are because of CMC.
Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.
Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.
Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.
Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.
Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.
Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.
Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.
Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.
Thanks a lot for your suggestions!
Battle Squadron occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%