Battle Squadron

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Uncommon
Mercadian Masques (MMQ) Rare

Combos Browse all

Battle Squadron

Creature — Goblin

Flying

Battle Squadron's power and toughness are each equal to the number of creatures you control.

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Battle Squadron Discussion

Liquidbeaver on [PRIMER] - Ib Halfheart, Goblin Sac-tician

5 days 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!

Seal2007 on Krenko Straight Up

2 months ago

Id drop Outpost Siege for Purphoros, God of the Forge. Dreamstone Hedron seems a bit expensive. I would replace it with literally any 1-2 CC mana rock (Sol Ring, perhaps?). Ruination seems like it might hurt you a bit. If you wanted to really keep Outpost Siege, you could take out Ruination instead, although where is Shared Animosity?I would also include one, "oops, i win!" combo in there. I've been running Kiki-Jiki, Mirror Breaker + Zealous Conscripts. You could run either of the Bushwhackers instead though.

Some additional cards I'd consider removing- Battle Squadron - To expensive! Lightning Crafter - Expensive and why? Blighted Gorge - I think Ramunap Ruins might be a bit better or maybe Scavenger Grounds.

Those are my thoughts for now.

Dismal on goblin lit aggro

3 months ago

Also, Goblin Goon and Battle Squadron are both not modern legal.

clashclans5 on Grenzo's Goblin Thieves

6 months ago

even with all those tokens i have to recommend some big creatures to draw them to block like Awaken the Ancient and sense your running goblins Chancellor of the Forge and also a Battle Squadron and its more rowdy cousin Horde of Boggarts

GoldenDiggle on Goblin Mob

11 months ago

Hey there, Blackjack4652! I have a few cards in mind that may help you out!

Brightstone Ritual helps ramp really hard for 1 turn, and can be a really good turn 5 or 6 for you.

Goblin Chieftain, Goblin King, and Metallic Mimic all buff really well, and for cheap.

Goblin Ringleader pulls a bunch of goblins off your topdeck. Sure you may lose something, but with the deck currently being just under 30% goblins, your odds of getting at least 1 goblin is pretty good.

A Goblin Bushwhacker acts like a mini Ogre Battledriver for a turn.

Battle Squadron and Horde of Boggarts both are as large as the amount of goblins you have and come with their own evasion. It may be worth looking into them.

Fergernuggets on Krenko Goblins

1 year ago

Goblin War Drums is a great card that's on flavor with your deck and his hard to deal with for most opponents. Also, Madblind Mountain might be a good addition to add some shuffle effects of you're have bad draws. I'd cut Battle Squadron due to its higher CMC and Blasphemous Act because it'll wipe your board and you seem to be able to generate tokens fairly quickly.

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