Dragon Fodder

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Common
Magic Origins (ORI) Common
Dragons of Tarkir (DTK) Common
Duel Decks: Knights vs. Dragons (DDG) Common
Archenemy (ARC) Common
Shards of Alara (ALA) Common
Promo Set (000) Common

Combos Browse all

Tokens

Dragon Fodder

Sorcery

Put two 1/1 red Goblin creature tokens onto the battlefield.

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MM3

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Recent Decks

Dragon Fodder Discussion

TotalSundae on Finally a new Phyrexian!

2 days ago

Stroke of Genius over Mind Spring

I don't think there is too much of a need for Leyline of Anticipation seeing as this deck is already set to do a lot of creature-based stuff with haste. I think the orrery is enough.

Pirate's Pillage is pretty high costing for what you are trying to do, there are a plethora of cards you could put in over it.

You have both Treasure Cruise and Dig Through Time while you deck isn't instant\sorcery heavy, which is just bad value. Would probably cut one for a more progressive draw spell.

Spell Swindle for Arcane Denial, Rapacious One for literally any other token generator. On-hit effects are so bad in EDH.

Cards like Hordeling Outburst, Krenko's Command, and Dragon Fodder are pretty bad value with the number of board wipes in the format. To contrast this, cards like Karn, Scion of Urza are much better because they are repeatable effects that have a larger impact when it isn't your turn. Those token generators at sorcery or even instant speed are pretty bad value for EDH imo. You would be better suited by many of the effects that you already have.

Where the fuck is Helm of the Host. Biiiiiiig missed opportunity here. I love that card to death.

Overall I would say without going through more than two of your custom sections that this deck needs a change in development ideology. Try to make the deck centered around the idea that you can count on 2-3 tokens on the battlefield through the effects of your permanents. There are cards that do this, but I have yet to curate them. Right now you have a lot of bad value to pull off some combos, but they all rely on a lot of mana and combat steps, which means its creature based. You are looking for a bad time if you pull the trigger on a deck like that. Remember to also build the deck with the idea that Brudiclad won't always be an option to put onto the battlefield, especially at 6 or more mana. Your cards have to create value for themselves without big daddy Brudiclad there to support them. Brudiclad needs to be a powerful support mechanic, not an overwhelming piece to the deck.

King_Of_Thallids on Ultra-budget RG aggro

1 week ago

I like the idea of Sin Prodder, but I would replace them with Zhur-Taa Druid. Reason being that they could really screw you over if you are in a pinch. The druid however would produce mana, and some damage. This would result in having a total of 12 creatures being mana-prodducers, There are two obvious solutions; first, work with the mana, and toss in some hydras, second, replace some of the mana-producers with other cheap spells, such as Dragon Fodder for a handful of early game blockers. I would also replace Pathbreaker Ibex with Wolfir Silverheart, or hydras if you are running with the mana. Endless One is a cheap alternative to hydras, but if you have them, or the money, I would recommend Primordial Hydra.

All of that being said however, I love the use of Shaman of the Great Hunt!

Gronlok on Red Black Dragons

1 week ago

Hey man, cool build!!! I love the theme. Basically the plan is stay alive until you can get enough mana to cast them. Without changing up your creatures at all, and keeping Dragon Fodder and Crux of Fate in the mix, we have 16 cards to flex. I would remove all of the other 16 and instead run the following modern staples.

Add

4 Anger of the Gods 4 Inquisition of Kozilek 4 Thoughtseize 4 Terminate.

23 lands should look more like this if you want to get serious

4 Dragonskull Summit 4 Bloodstained Mire 4 Blood Crypt 4 Sulfurous Springs 3 Wooded Foothills 2 Mountain 2 Swamp

vasarto77 on

1 week ago

OK, this deck just was not working for me. So I changed it up a lot, and now I think I got a rough draft for something better off the suggestion to make green and do collective company. I played a total of 12 games, each running 2-3 rounds each, and not one of them did I ever get to play Krenko OR when I did "which only happened once", I only ever got to play him, but never tap him for a single goblin.

The whole idea is to have had Impact Tremors and keep tapping Krenko, While also having Blood Moon and then Goblin King out at the same time. I have abandoned all of those cards too. Now I need Card draw, playing extra lands and Collected Company so I can get the goblins out as fast as possible. Because most of my games would consist of playing Dragon Fodder and getting out MAYBE a one drop goblin and my game would end there with any 3 drop goblins being instantly annihilated or killed a turn or "if I was lucky enough" two later.

UncleDiddles on UncleDiddles

4 weeks ago

I went and played in a Pauper tournament todat at my LGS. Today, was my first time playing the deck. I found that when I was able to get Mogg War Marshal on the board I was able to win because of the overwhelming amount of goblins. I want to bring more token production in the deck. I am looking to add Goblin Instigator Impact Tremors Raid Bombardment Dragon Fodder and Krenko's Command. I am not sure sure how many to add of each and what to remove? Recommendations?

Bracothegazer on It's Raining Goblins, Hallelujah

1 month ago

TheMadRocketeer thank you so much for your answer, but I think that you don't get the point of the deck. In most cases I never attack with my creatures, almost all the damage is dealt by Impact Tremors or Boggart Shenanigans. Let's suppose a good hand: T1: play mountain, exile Simian Spirit Guide and cast impact tremors T2: play mountain, cast Skirk Prospector and Goblin Arsonist - 2 damage T3: play mountain, cast Boggart Shenanigans T4: play mountain,cast Dragon Fodder and sacrifice the tokens with the prospector, so you have 2 mana and 4 damage to the opponent, cast Hordeling Outburst and repeat (other 6 damages and 3 mana), tap the last mountain and use the mana to cast Empty the Warrens, cloned 3 times (6 goblins--> 12 damages and 6 mana) ==> good game

That's why I don't need creatures that pump my goblins, because they are constantly sacrificed somehow and never attacks

Tormenting Voice is for late game dead draws, like lands or Simian Spirit Guide

Foundry Street Denizen actually can be lethal in this deck, thanks for the advice

TheMadRocketeer on It's Raining Goblins, Hallelujah

1 month ago

Your mileage may vary, but if it were my deck, I'd consider the following changes. Mainly a bunch of ideas to shop from, depending on how much you want to lean on Impact Tremors as your main/sole strategy

Add:

  • Foundry Street Denizen - Super for a deck that's going to make Goblins in batches
  • Krenko's Command - Good value for the CMC. If you want lots of Tremors triggers, 4 Dragon Fodder may not be enough.
  • Goblin Instigator - Good value
  • Lightning Bolt - Good in any red deck. So versatile.
  • Maybe Add or Sideboard:

  • Goblin Bushwhacker - If you want to be able to flip into swinging mode
  • Reckless Bushwhacker - The other Bushwhacker; almost as good.
  • Quest for the Goblin Lord - Great in a token deck if you want to swing with them.
  • Goblin Piledriver - If you want a huge Goblin to swing
  • Throne of the God-Pharaoh - Extra damage from swinging. The more the merrier.
  • Shared Animosity - If you're swinging enough Goblins, this can just go nuts.
  • Keep:

  • Mogg War Marshal - 3 Tremors activations for 2 CMC
  • Goblin Grenade - Best card ever for Goblins
  • Dragon Fodder - Good value for making Goblin tokens
  • Hordeling Outburst - Good mana value and fine card efficiency
  • Drop:

  • Empty the Warrens - Too inefficient - 4 CMC for 2 tokens
  • Goblin Arsonist - yeah, they combo with the Grenades, but there are just better choices overall.
  • Boggart Shenanigans - Maybe in the sideboard in case you are facing sweepers. Maybe. There are better options, though. If you need that kind of option, I'd suggest Goblin Bombardment instead, as you're not dependent on the opponent's timing, it's cheaper, it can target creatures, and you can use it for a finisher.
  • Maybe Drop:

  • Tormenting Voice - Costs 2 cards and 2 mana to get 2 cards. Just play more cheap token cards. If you need them in order to be sure of getting get your Impact Tremors, though, leave then in.
  • Take a look at my latest Goblin deck if you want. I didn't feature Impact Tremors, though I do run it, and it does fine work indeed. My deck is called What do you call that? A Goblipede?

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