Creature — Goblin Warrior
Protection from blue ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by anything blue. Anything blue attached to this creature immediately falls off.)
Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.
|Have (3)||PostContact , metalmagic , rockleemyhero|
|Want (3)||eronXIII , chrawley , nog135|
Printings View all
|Mystery Booster (MYS1)||Rare|
|Secret Lair (SLD)||Rare|
|Magic Origins (ORI)||Rare|
|Vintage Masters (VMA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Goblin Piledriver occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%
Goblin Piledriver Discussion
1 month ago
2 months ago
Chivalry is Dead!
"Don't ask my name, it's long since I forgot
if once I had a name, a home, a wife?
No words of fame or valor is my lot,
and yet my quest continues past this life."
Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.
Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.
Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.
Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.
This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.
Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.
Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.
Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.
An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.
Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.
Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.
Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.
Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.
Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.
Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.
Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.
Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.
Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.
Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.
Everlasting Torment: Stops life gain decks and fog effects.
Ghostly Prison: Takes the edge off a lot of aggro strategies.
Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.
Rest in Peace: Graveyard hate
Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.
Spreading Seas: The most obvious land hate option for a Zur deck
Stony Silence: Artifact hate.
Aura of Silence: Artifact/enchantment hate.
Virulent Plague: Tokens.
Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.
6 months ago
- Not sure what your budget is but here are cards I would recommend:
- For starts Id get black in your board it helps a lot beacuse: Sling-Gang Lieutenant and Munitions Expert are amazing
- I would put in 1 (max 2) Krenko, Mob Boss when it lands it accelerates hard
- Goblin Ringleader a play set is 1$ and helps the deck a lot.
- Pashalik Mons can help the deck for when your small goblins die, I would run 1
- Goblin Warchief seems amazing
- Goblin Matron lets you find the perfect goblin always
- Goblin Chieftain typically lords (+1/+1 to a creature type) is an auto 4 of. However if you are more mid-range comboy then dont have as many
- Mogg War Marshal the echo seems really bad at first but then you have death triggers which is free damage so its good id have 4
- Goblin Piledriver Gets very big and blue creatures cannot block it, and cannot be targeted by blue bounce spells. (can still be countered though :( )
- Goblin Cratermaker is a goblin that is cheap removal
- Skirk Prospector lets you play big goblins sooner. Can also synergize well with cards being there is the death trigger. You could swing for 10 then sac 10 goblins draining them for 10, which kills them with 10 power on the board.
- Mogg Fanatic is a oldy but goody, Its worth considering 1.
- Tarfire if you want to be memey this technically counts as a goblin (which means you can search for it as if it was a goblin even though its an instant).
- Aether Vial is a big money card but sooooo much fun
- Auntie's Hovel helps your mana base and so does Cavern of Souls id play 4 of each with unlimited money
- Bloodstained Mire is great it filters and can find Blood Crypt I would then run 4 mountains and one swamp. You want to run about 22 lands here no less then 21. Generally for deck construction going below 19 lands is a bad idea (minus a few combo decks, but they run a lot of blue filter cards).
- Blood Moon is a funny card to run
- Goblin Chainwhirler can be fun as well
- If artifacts are a problem then play Goblin Trashmaster
- Black also gets you Earwig Squad
- Another way to build it would be like this: OmniGoblin which is a combo kinda deck
6 months ago
Ok here my Goblin Deck:
Creatures, Goblins, 22:
2 Krenko, Tin Street Kingpin (3 cmc that permanent +1,+1 counter to itself every turn. and when attacks puts out a number of 1/1 goblins equal to uts power), not great by itself, but when its pumped is almost as good as Krenko Mob Boss, but cheaper 3 cmc, FASTER, doesnt TIE up mana like with Mob Boss, so actually better then 4 cmc Mob Boss.
4 Mox Opal
2,3,4 Wooded Foothills
2,3,4 Bloodstained Mire .
The general idea of how tgis deck works is:
Get goblins, creatures out FAST:
Either Kuldotha Rebirth either a Mox Opal, or a Memnite turn 1, or 2 memnites, 1 signal pest, or best ia 1 signal pest, 1, 2 memnites, 3 1/1 goblin tokens from rebirth.
Signal pest, or Wardriver, or Bushwhacker, or Chieftain,or Krenko Kingpin
Turn 3: kingpin, Rabblemaster, Piledriver, Goblin Grwnade
Turn 4: Rabblemaster, Piledriver, Kingpin, Goblin Grenade.
So this gets goblins out fast. Then pumps them up, then Krenko Kingpin, in addition to Kuldotha Rebirth puts out lots goblins that pump up Piledriver, Rabblemaster, STUPIDLY BIG.
So deck goes wide, and stupidly big, and fast, and removes threats, and uses the removal to burn, finiah opponents off.
Also on rare bad draws, can do 15 damage to opponent on turns 3,4 by Goblin Grenade, then Narset Reversal Copy it, for 10 damage then Genade goes back to hand, where I can recast it for 5 more damage for 15 total damage.
This also works great for destroying 10/10, 15/15 tramplers.
So here is a optimal draw, play.
Turn 1: 1,2 Memnites, 2 Mox Opal, use 1 Mox to Rebirth 3 1/1 goblins. 1 signal pest.
Board: 1 Pest, 1,2 Memnites, 3 1/1 goblins, 1 Mox Opal
Turn 2: Chieftain: everything attacks.
Board: 3, 3/2 goblin tokens, 1,2, 2/1 memnites, 1, 3/2 Chieftain. For 16 possible damage.
Turn 3: Kingpin, Pest.
Kingpin: +1 to 1/2 itself. 2/2. +1 +1 from Chieftan, 3/3, +1 from pest. 4/3. Kingpin makes 4, 1/1 goblins that hasted by Chieftain.
7 3/2 goblin tokens.
2, 2/1 memnites
1 3/2 Chieftan
1 4/3 Kingpin
32 max damage possible turn 3.
Turn 4: Piledriver, Wardriver.
Kingpin: +1 to itself, 3/3, +1 +1 from Chief, 4/4, +1 from Pest, 5/4, +1 from pest, 6/4, +1 from Wardriver, 7/4.
Kingpin makes 7, 1/1 goblins hasted, pumped by Chief.
7 + 7 more from kingpin =
14 5/2 goblin tokens, pumped by 2 pest, 1 Wardriver, 1 Chief
1 5/3 Wardriver
1 5/2 chieftain
1 7/4 kingpin
2, 4/1 memnites
2, 2/1 Pest
1 39/3 Piledriver
142 max possible damage turn 4.
6 months ago
Dreadhorde Arcanist / Young Pyromancer ; strong and meta, but end up defining any deck they are in. Break Through the Line is an interesting enabler, but cards that aren't dealing damage are a little weak here.
7 months ago
now as for this deck itself, i'd heavily recommend cutting Krenko, Mob Boss for Goblin Chieftain , trade Lavastep Raider for Goblin Piledriver , cut 4 mountain for Lightning Bolt , and trade the enchantments and Hordeling Outburst for 4 Krenko's Command and 4 Throne of the God-Pharaoh
7 months ago
My goblins usually tap em out by turn 4, Foundry Street Denizen is a champ especially with Goblin Piledriver . Goblin Chieftain helps get Krenko, Mob Boss for t4 goblin cranks, I back mine up with Lightning Bolt + Flame Slash + Valakut, the Molten Pinnacle .
Mob boss is great, but I usually get Krenko, Tin Street Kingpin out and working a turn sooner.
Embercleave is a good add too if your looking for more umph.
9 months ago
Hey, looks good. If you're mentioning to check out a video of your deck perhaps include a link to the video?
Gamble can tutor for Skullclamp or Blood Moon , etc. Goblin Chirurgeon can protect Krenko or another Goblin. Mass Hysteria is a one mana haste enabler. Reverberate can be a versatile spell for Mono Red in multiplayer Commander since it can copy a spell an opponent casts such as a tutor. Goblin Piledriver can be a powerful two drop attacking Goblin. Ruination can ruin your opponents.
Cards to consider cutting:
- Goblin Rally
- Battle Squadron
- Kindred Charge
- Reckless One
- Desert of the Fervent
- Forgotten Cave