|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Common|
|Magic Origins (ORI)||Common|
|Dragons of Tarkir (DTK)||Common|
|Duel Decks: Knights vs. Dragons (DDG)||Common|
|Shards of Alara (ALA)||Common|
|Promo Set (000)||Common|
Combos Browse all
Put two 1/1 red Goblin creature tokens onto the battlefield.
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Dragon Fodder Discussion
2 days ago
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.
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.
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!
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.
23 lands should look more like this if you want to get serious
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.
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?
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
Foundry Street Denizen actually can be lethal in this deck, thanks for the advice
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
Maybe Add or Sideboard: