|Commander / EDH||Legal|
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|Duel Decks: Elves vs. Goblins (EVG)||Uncommon|
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Tribal Enchantment — Goblin
Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player.
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Boggart Shenanigans Discussion
5 days ago
I was looking at, if at all possible having a huge amount of token spam so I can board-wipe while Boggart Shenanigans is on the field and do some massive damage for 1 mana.
1 month ago
I have: 2 Opts (INV), Faerie Conclave, Supreme Verdict (RTR, some edge wear), and Serum Visions (CN2). I also have several cards from your wants: Reveillark (MOR), Bant Charm, Goblin Bombardment, Boggart Shenanigans, Quest for the Goblin Lord, Archetype of Finality, Whispers of the Muse, Battle Mastery, and Flow of Ideas.
Although, the only things in your binder I'm interested in are your 3 fetches. All the cards I just listed are roughly equal to Polluted Delta at about $18, but I understand if you don't want to trade a fetch into smaller cards. Let me know what you think.
1 month ago
1 month ago
Looks pretty cool. If you are trying to maintain a lower budget but love the goblins rakdos goblins are pretty good too.you get things like Warren Weirding Fodder Launch Frogtosser Banneret Spike Jester and many many more, look into if you thinj you might like it. Apostle's Blessing might be a solid sideboard card, and I dont know for sure but Infernal Plunge seems like a good fit in here. 2 last things, Tarfire Boggart Shenanigans are both good too.
1 month ago
I love goblins. I always tried to make one specially when the Goblin Grenade was revived.. I love the concept. I would like to suggest. Quest for the Goblin Lord. Since you produce tons of goblin tokens. You could also add some Mogg War Marshal cheap token maker. I would also suggest Impact Tremors a synergy with Boggart Shenanigans. Take note that Impact Tremors is not affected with players with Shroud or Hexproof. _
1 month ago
Cyfer: Unfortunately heavy removal (or counterspell) is going to be mono-red's worst matchup.
We have almost no recursion to speak of outside of a few colorless spells and some red creatures. Elixir of Immortality and Trading Post are probably going to be your two best bets. The other route is also Darksteel Forge and Mycosynth Lattice, but without access to good non-creature tutors, definitely don't rely on it.
Most of the reason I play with such a low CMC is so I can rebuild easier after a wipe, since Aggro is what mono-red is best at. It's hard though when you are getting focused, so I try to play as fast of a game as possible, because I will either win or lose quickly, since my deck can't really hang in the endgame with Control, Midrange, or some BattleCruiser decks.
Having more damage based sac outlets or triggers from creatures dying is going to be incentive for other players to not wipe your board, so it may be worth it to run all of them you can. Boggart Shenanigans, Vicious Shadows, Outpost Siege, Stalking Vengeance, and Altar of Dementia are probably the best we have available.
You have to develop your own lines, with the idea of big, bursty combats and other tricks to wipe the table. I've had more success with putting out creatures more slowly than I could so that, not only do I look like I have a shitty hand to everyone else and become less of a threat, but I'm also not leaving creatures out multiple turns to get removed. It's harder for an opponent to remove or counterspell 4 creatures all at once than it is to remove the same 4 over multiple turns. Put them out the turn before you need them, and you will be a lot better off. It's why I've tried to double and triple up on effects and interactions as much as possible. Having Goblin Matron/Imperial Recruiter/Mogg Catcher/Goblin Recruiter for getting to a Krenko, Mob Boss for instance, as well as a Feldon of the Third Path to get him back, is a lot of buffing my chances to have Krenko in play.
Redundancy in red is what leads to consistency in your games, since red doesn't have the plethora of options available to the other colors.
Don't get discouraged though, and don't make too many drastic changes, because this deck plays oddly. I've had it now for a little over a year, and I didn't really settle into a solid build until about 8 months ago. It probably took me 3 months of playing that deck before my winrate went from 25% or less, to 50% or more. There is quite a learning curve to it, even though on the surface it seems pretty straight forward.
Haste and more big mana might not hurt either, if you find yourself with cards in hand each turn.
It's a glass cannon deck to an extent, so sometimes you're gonna have huge turns where you wipe the table, and other times your gonna fizzle out and do nothing because the whole table wipes you.
It get's better though, because once you lock down your build, playstyle with the deck, and get good with it, people become afraid of the deck and focus you even when you don't have a board presence. It took me a long time to not be salty about it, and now I take it as a compliment.
2 months ago
Pallino: It's hard to argue the strength of Vicious Shadows. It's in the same realm as Boggart Shenanigans, and I think falls to personal preference as to how and when you want to do damage, how well you dodge table hate, and what your meta is like.
Shadows hits a lot harder, and more often, but draws a lot more attention from the entire table, where Shenanigans is more like subtly persuading someone not to wipe your creatures (so they are still free to wipe everyone else's), under the threat of you using all the death triggers against them in retaliation. The fact that you can direct the damage from either card to any player you want is great.
Personally I like keeping my CMC as low as possible to make it easier to rebuild after multiple wipes. The obvious problem with that is that I lack a lot of the higher CMC, more impactful cards (like Shadows), that can be used to end games.
That's definitely a tough choice, but I don't think you can make the "wrong" one in that situation.