|Commander / EDH||Legal|
Printings View all
|Masters Edition IV (ME4)||Common|
|The Dark (DRK)||Common|
Combos Browse all
Enchantment — Aura
As long as enchanted land is a basic Mountain, Goblin creatures get +0/+2.
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Goblin Caves Discussion
4 months ago
great idea although it is very slow for a goblin deck or any deck for that matter casual or not. to make it go a bit faster or just add more goblins with Krenko, Mob Boss i suggest cutting Goblin Caves and replacing it with Foundry Street Denizen which also gets boosted by Krenko, Mob Boss
5 months ago
While the cards I'm going to list are not necessarily bad cards that can never be good in the deck, I still don't think they work as well as other cards do in your current build. I'll keep my reasoning brief.
Also Temple of the False God doesn't really do anything either here.
Tuktuk the Explorer is just not particularly good in general.
Goblin Sappers is pointless in a token deck.
Akki Coalflinger is too slow for its ability, and first strike isn't that important in this deck.
Outrage Shaman is an inefficient way to deal damage.
Stingscourger's ability isn't worth it for its insane cost.
Goblin Rabblemaster, you never want to force your field to attack in EDH.
Goblin Ringleader requires way more goblins in the deck to be worth it.
Even though Boggart Shenanigans is literally a "Goblin Tribal Enchantment", it is still the worst way to generate free damage.
Smash to Smithereens is one of the most mediocre artifact removal card in the game.
That's all for now, if you want any other advice, just ask.
7 months ago
ticked-off-squirrel: Thanks for commenting!
Caged Sun - The deck is getting to the point where I don't really have a problem with mana, but I have a really bad problem with having enough cards in hand to actually spend mana on. I may end up adding one of these in the future depending on how the deck settles out, but I'm not sure which yet out of Caged Sun/Gauntlet of Power/Gauntlet of Might.
Metallic Mimic - I run this in all my other tribal decks, but I'm not sure it fits as well in here. Raid Bombardment does a lot of work in this deck, to the point that if I have both of my Anthem Goblins out I will sac one so that Raid Bombardment can still proc on the tokens. Since the tokens tend to get sacrificed or blow up, their actual power doesn't become that significant. In much the same tone Shared Animosity is only still in because it has virtually no drawback, and I can just set it down and ignore it.
Quest for the Goblin Lord - Same as above.
Goblin Caves - Now this is a card that I haven't thought about in a long time. This could really help all the Goblins soak up removal. The only drawback I can think of is I can't bounce around a Skullclamp, but if it was really important I could just sac the land the enchantment is on. Going to sideboard this because I really want to test it out.
Squee, Goblin Nabob - I like Squee a lot, but the only thing he really benefits me with in this deck is the discard that is tied to Tormenting Voice and Faithless Looting. I am considering putting Daretti, Scrap Savant back in, in which case it may be starting to be worth the include, but I can't see myself ever actually casting him, as 3 mana for something to sac is just too high. That means I would just hold Squee in my hand until a discard prompt came up.
KamenRiderVys: I actually ran Mana Echoes in the deck for a long time, and on average it would net me 100+ mana in any given phase. The problem was that I never actually had anything to spend it on, and it would just fizzle at the end of the phase. I don't have anything with flash, I have very, very few instants, and even when I was making 250 colorless mana on my own turn during my first main phase, I had like 3 cards in hand that had a total CMC of like 5. I eventually took it out a few iterations ago, and haven't really missed it. I moved it over to my Zada deck, that has a lot more opportunities to actually use it.
I really love Repercussion. I've knocked several people out on a turn where I would cast it and wait to see if it would be countered, and then if it wasn't I would immediately follow it up with a Blasphemous Act (with Boseiju if I need). Sac my own creatures in response and I take no damage but the rest of the table blows up. I used to use it as a finisher, but have started putting it down earlier and earlier because of all the damage sources that will whittle my opponents down, and I can choose whether I care about taking the damage or not. At worst it speeds up a game I would probably lose anyway, at best I win on that turn. People are already afraid to block tokens when Ib is out, now they let through 20 because they don't want to take 80. Works me me, haha.
7 months ago
this deck is almost perfect but there are a couple cards you could add:
Caged Sun: creatures the color of your choice (cough cough Red) get +1/+1 and lands that provide said color produce an extra mana of that color.
Quest for the Goblin Lord: an easy way to give all your creatures +2/+0
Squee, Goblin Nabob: he just wont go away. so in a way he is reusable for sacking.
11 months ago
I have considered adding the following, in uncertain quantities:
1 year ago
Thanks Traumitz :)
1 year ago
Cut Goblin Guide and Raging Goblin. They're not good in EDH. Cut Goblin Shrine since it will kill a lot of goblins. Also, Goblin Wizard is amazing. Use him as part of your Recruiter package and have him be the second guy in after Warchief. Other cards to include are Caterwauling Boggart, Horde of Boggarts, Goblin Caves, Quest for the Goblin Lord, Akroma's Memorial, Obelisk of Urd, and Raid Bombardment. Those are just the ones off the top of my head though.
1 year ago
I like some of the choices you made here, like Descent of the Dragons.
If you want, you can check out my EGH (Elder Goblin Highlander) deck for some ideas, but, since I'm here now...:
If I were you, I would replace Dragon Fodder & Krenko's Command. I'd replace one with Mob Justice, which would give you another Goblin War Strike/Massive Raid ability, which is super effective in this deck. Replace the other one with Skullclamp, which loses a little synergy with cards like Goblin Caves and other Lord-effects (like Goblin King), but can still be useful.
Krenko can get out of hand real fast, and people know this, so he becomes a huge target at some point in the game. Cards like Swiftfoot Boots help keep your Commander around longer.