Frogtosser Banneret


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide Common

Combos Browse all

Frogtosser Banneret

Creature — Goblin Rogue


Goblin spells and Rogue spells you play cost (1) less to play.

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Frogtosser Banneret Discussion

cleandeceit on Shattergang Gang

2 weeks ago

I think you could cut Spikeshot Elder and maybe one or two other cards...
Here would be some suggestions.
Bloodmark Mentor
Frogtosser Banneret
Goblin Diplomats
Grenzo, Dungeon Warden
Mogg Maniac
Warren Instigator

FUL on Mono B Goblins

1 month ago

that's it :)

to be honest i thik that 4 Frogtosser Banneret are a little too much, because when you have one in game you can play evrything for , if you're able to deal damage with a rogue, so having another one may be not so useful (unless you sacrfice it, obviously). maybe you can try Boggart Birth Rite to take back your creature after sacrificing them

Ghillie on Sure Hit

2 months ago

PayOneLife Thanks, it's been greatly helpful! I've been thinking about some of the problems you've pointed out, but I didn't know the cards to sort them out.

I'm not playing at the moment, so I'm figuring out the dynamics in my head. (The sideboard is something I havent't thought about for quite some time.) I think Frogtosser Banneret may make 2cmc peak a little bit less of an issue, but I agree with you that issue is still present.

Your suggestions will be taken in great consideration in the next trading season ;-)

Chopwood on Goblin Gang

3 months ago

I would skip Frogtosser Banneret, all your spells are so cheap that it's not really relevant to make them even cheaper on turn 4. I'm not sure what to think about Krenko's Enforcer, it's not that strong by itself so I would recommend to add two additional Goblin Chieftains or Goblin King, who would make all your goblins stronger and unblockable if you're playing against a red deck. Go up to 4x bolt, at the expense of Doom blade. I think you have too much removal, you don't really need 7 kill spells, replace most of them with burn, so that you can both kill early blockers and burn your opponent.

Some other cards that are worth to look at:

Goblin Guide - expensive but it's pure win.

Goblin Wardriver - A bit slow, but he can really boost your attackers.

Searing Blood - Good early burn, can kill a blocker and damage your opponent at the same time.

Skullcrack - Sideboard

Quest for the Goblin Lord - Not the best 1-drop, but if you have maybe one or two of them it can boost you small goblins quite a bit.

If you want you can check out my goblin deck and compare. The only card I'm not sure about is Ib Halfheart, Goblin Tactician, but he's actually performed all right.

JacobBaekgaard on Aren't Goblins Supposed To Be Red

4 months ago

@ThisIsTheSix: The deck is looking better! :) And I am happy to see that you added Marsh Flitter - It is a great card indeed, and it also has the benefit of having its CMC lowered by Frogtosser Banneret. Now I simply have to make a similar deck for shits'n'giggles ;) Cheers!

lagotripha on Mardu Goblin Burn

4 months ago

Cut bump for more grenade if you can, although it is a cheaper Lava Spike. Running no black spells like Terminate in the sideboard mean the colour is pretty much not needed- spike jester is super fun, and I'd love to see lorwyn stlye Frogtosser Banneret/Boggart Mob/Scout's Warning type shenanigans but I feel like the concept needs some work- what are the key interactions and cards that make those colours neccesary? Fatal Push? Disenchant? Rise of the Hobgoblins/Mardu Ascendancy? It just feels a little thrown together, untested. Some of this is purely dedicated to rushing an opponent, and others to a more midrange strategy, but those parts haven't been chosen to work together. The card draw from a Phyrexian Arena would likely let you last better into the midgame than 3-4 turns spent protecting krenko from Path to Exile, especially running a little more lifegain from helix. Siege-Gang Commander would provide some spot removal for affinity and similar, and Voracious Dragon would let you close out a game if you can protect a board of goblins.

If you have failed to close out a game with a burn deck, that usually means you need a 'boom, I win' type card rather than one that grows over time, and anything that plans on growing over time needs to be removal-resistant. Cards reliant on your opponent not having wiped you are inadvisable, as are cards that trade 1-for-1 in these higher slots.

kamarupa on Sure Hit

9 months ago

So far in my own playtesting, I've found Rogues to work best modeled after tribal decks like Elves and Merfolk - a creature base between 26-30 with about 10-12 additional spells, and then 20-24 lands. I'd drop Serum Visions and rely on Morsel Theft as well as the addition of Sygg, River Cutthroat. I know Sygg is a bit pricey, but I think the body, creature type synergy, and repeatable draw makes it worth at least 2x copies. I prefer running light on land - 20 is usually what I go with. You could try cutting a few lands and adding Frogtosser Banneret.

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