|Commander / EDH||Legal|
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|Magic 2015 (M15)||Common|
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Foundry Street Denizen
Creature — Goblin Warrior
Whenever another red creature enters the battlefield under your control, Foundry Street Denizen gets +1/+0 until end of turn.
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Foundry Street Denizen Discussion
4 weeks ago
Goblin Rabblemaster great card to consider. Not seen in a lot of lists but could be good in the side
LuxuryBall on goblin
1 month ago
Boggart Shenanigans, Quest for the Goblin Lord, Impact Tremors, Raid Bombardment, Hazoret's Monument, Goblin Bushwhacker, Reckless Bushwhacker, and Foundry Street Denizen would all be great additions. I play a lot of goblins in standard and modern and these are the guys that really stick out.
1 month ago
Goblin Chainwhirler should be bumped to the sideboard for sure. Since you are running Foundry Street Denizen I would add cards that get you extra goblin bodies for cheep like Mogg War Marshal, Dragon Fodder, Krenko's Command.
1 month ago
Thanks for the advice, I recognize I need more cheap goblins and ways to produce tokens, and as you say the first 2 turns are difficult right now. Foundry Street Denizen would be a nice addition and I already have a set of Goblin Instigator. I'll take what you said in consideration and work on the mana curve.
I was trying something different but it doesn't work as expected to be honest, mainly because I fail to produce enough goblins in the first turns.
Boggart Shenanigans is useful but not enough to keep 4 of them, I might bring it down to 2 copies.
Thanks again !
1 month ago
The best way to get this working well is to remember your curve and gameplan- without the stabilisation tools that most other tribes enjoy, goblins will usually try and race the opponent, finishing out with grenade and lightning bolt. Its tried, tested, and enough cards have been printed to support that plan that it runs smoothly.
Running matsterwork into Thud as extra goblin grenades is a strong option- no problems with that- it just needs a stronger creature plan to support it.
You really only have 4 1-drops maindeck (the firebrands) so turn 1 plays will be awkward- wardriver and fodder are decent 2 drops, but most of your creatures start the 'go wide' plan in the 3-5 drops slots, and only have haste by virtue of Goblin Warchief. This is gonna be awkward, because this is usually the point where the board gets reset by a Damnation or Sweltering Suns. You should look at masterwork into thud as a 4 drop too, as it really needs your creatures on the board to function.
I'd look at doing the traditional goblin thing and dropping your curve, focussing in on Foundry Street Denizen, Mogg War Marshal, Goblin Instigator into Goblin Chieftain. This will give you a lot more early game damage, and help immensely with consistancy.
1 month ago
This is a surprisingly decent list- but the big thing for budget lists at FNM- SIDEBOARD.
You don't have to grab staple sideboard tools- the more budget your list, the more powerful a transformative sideboard becomes. Changing from red devotion where you want Leyline of Sanctity asap to a Raid Bombardment/Mogg War Marshal tokens list is very powerful, and the flexibility of just saying 'oh, I'll run these 15 cards instead of (all my spells, all my creatures, half of each) is strong.
It also lets you plan out sideboard tools so that some can sit mainboard- Ash Zealot and Harsh Mentor provide seven slots mainboard that can be smoothly swapped for more spells, more creatures, different hate depending on what you need, and planning that out can have immense benifits.
There are lots of options- and finding cards that can flex into a second list with 15 swaps is suprisingly a lot simpler than it seems- just look for cards that are hit hard by spells your opponent will sideboard out so you can swap them in. eg; they ditch their high CMC answers/enchantment removal for more road blocks while you swap to a Goblin Assault/Curse of Stalked Prey list.
Good luck, and happy brewing.
2 months 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.
2 months ago
Yeah, it's an all-in deck and it flat out loses if you haven't won by turn 4. :)
Goblin Heelcutter is a weaker card in many matches, but when it shines, it's fantastic. I haven't got any Goblin Chainwhirlers for the deck yet, so that's why it's left out and the reason I choose Mogg War Marshal over Burning-Tree Emissary is the synergy with Foundry Street Denizen, where the marshal gives an additional trigger the turn after it comes into play. It's also better against a sweeper if you pay the echo cost.
So far, I've won 2 FNMs with this build :)