|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
Combos Browse all
Create four 1/1 red Goblin creature tokens.
Goblin Rally Discussion
1 month ago
Card swaps (Out - In)
2 months ago
Hey, saw your forum topic asking for help. Nice version of Krenko.
I think there's only three cards from the maybeboard that deserve spots in the main deck: Kiki-Jiki, Mirror Breaker , Mutavault and Strip Mine . The others in my opinion are not good enough to replace other cards. Consider cutting from the main deck Goblin Rally , Command Tower and 1x Mountain for these three? If adding Kiki might as well add Zealous Conscripts since it's an infinite combo with Kiki giving you another path to victory. Could cut Kindred Charge replace it with Conscripts.
Gamble is a good card for mono red since it's a tutor that can potentially get you a card other than a creature such as Skullclamp . Could replace Quest for the Goblin Lord with Gamble. Mass Hysteria is powerful one drop with Krenko, much faster than Fervor or Hammer of Purphoros . Reverberate and/or Fork gives you access to an instant/sorcery effect your opponents cast especially a tutor which makes it pretty damn versatile for mono red. Could replace 1x Mountain for Reverberate . Good luck with your deck.
4 months ago
9 months ago
You have a fairly low amount of lands. I would add a couple more, as well as replacing some of the lands with utility lands where possible. I am a big fan of Throne of the High City as it is fairly easy to steal the monarchy back and provides much needed card draw.
Also all of the cards that just produce small amount of tokens, like Krenko's Command , Dragon Fodder , Hordeling Outburst and especially Goblin Rally . They just do not do enough to further your gamestate or claw you back into the game.
Goblin Grenade 's 5 damage just is not impactful enough when there are 4 players with 40 life each.
11 months ago
11 months ago
Wow! This is pretty darn good for a first attempt. There's a whole lot of Goblin tribal cards out there, it'd take forever to list them all out so here are a "few" suggestions: - Path of Ancestry - Goblin King - Goblin Grenade - Goblin Chieftain - Dragon Fodder - Skirk Prospector - Goblin Bombardment - Throne of the God-Pharaoh - Mogg War Marshal - Goblin Chirurgeon - Last-Ditch Effort - Goblin Wardriver - Goblin Bushwhacker - Skirk Fire Marshal - Goblin Rabblemaster - Shared Animosity - Goblin War Strike - Goblin Piledriver - Goblin Sledder - Legion Loyalist - Grenzo, Havoc Raiser - Goblin Rally - Metallic Mimic - Adaptive Automaton - Goblin Trashmaster - Quest for the Goblin Lord - Eldrazi Monument - Hordeling Outburst - Goblin Offensive ... and a whole lot more that I didn't add because I'm pretty sure this is way more than enough. Take your pick. Good luck with your deck!
1 year ago
Also there are a lot of sorcerys that generate goblins like: Krenko's Command - Dragon Fodder - Empty the Warrens - Mogg Alarm - Kuldotha Rebirth - Hordeling Outburst - Goblin Rally. Why not duplicate all the goblins with Mogg Infestation to deal a lot of damage with purphoros and explode on mana with Brightstone Ritual.
1 year ago
I like the feedback, but I can't say I agree too much. I'll go through everything you mentioned, and explain.When it comes to anything with prowess, the copies of the spells from Zada, Hedron Grinder aren't cast, but simply appear on the stack. Thus, each copy does NOT trigger prowess, rendering the ability nearly useless. As for Ogre Battledriver and other haste effects, I simply don't get enough creatures in a single turn to merit that. The deck doesn't explode creatures onto the board, it explodes the creatures' power and toughness that are already there.
As for enchantments and artifacts in general, such as Dictate of the Twin Gods, Flameshadow Conjuring, and Panharmonicon, the deck benefits more from simply having more bodies on the field than it does from these effects. Even effects like Genesis Chamber, Warstorm Surge, and Flameshadow Conjuring which combo with creatures aren't as effective as simply getting more creatures. In fact, I'll go through these individually. Genesis Chamber doesn't help very much, because I'm trying to get as many tokens as I can. Sounds like a contradiction, yes, but Genesis Chamber only triggers off of nontoken creatures, meaning it gets significantly less value than probably any card I could cut for it. Warstorm Surge is simply way too much mana for an underwhelming effect. Because the deck has a lot of 1/1's, Warstorm Surge is almost exactly equal to it's 2 mana counterpart, Impact Tremors, which makes it not even remotely worth the cost. Flameshadow Conjuring doesn't work because, again, it only works with nontoken creatures. However, it also uses up my precious red mana, and the token disappears. It's just not on the battlefield long enough to do anything useful with it. Kiki-Jiki, Mirror Breaker also already does this, and better than it does. Also, the deck just doesn't have enough ETB to try and build more around it, such as using Panharmonicon, however Purphoros, God of the Forge because he's also a creature, and Impact Tremors because it's very cheap mana, and very efficient. Notice it deals 1 damage to each player, while Warstorm Surge only deals damage to target creature or player. Only one target.
Also, any draw that also discards is more detrimental than helpful. Yes, Chandra, Flamecaller can refill my hand, but if I'm in the situation requiring my hand to be refilled I should have won the previous turn. The same goes for any wheel type effect, as well as exile off the top of the deck effect. The reason Rile works is because I control the stack. I let it deal damage to a creature that survives, then draw a card, one by one until I get a card that buffs toughness, then cast it at instant speed, assuming I can, targeting Zada, Hedron Grinder of course, and then all THOSE go on the stack and trigger before the rest of the Rile's, thus all my previously 1/1 tokens survive and I fill my hand and buff my board to win. The same goes for absolutely any spell that single targets Zada, Hedron Grinder that says "Draw a card" on it. And yes, even the ones meant to target opponents boards, because drawing half my deck for 1-2 mana lets me get the buff spells I need to literally win. Yes, that means Stun is good and staying. Panic and Balduvian Rage are also great because they can set me up for the next turn, meaning I don't have to try and win immediately. This leads me to Kari Zev's Expertise, because of how the stack resolves and how I can manipulate it, I can cast it on Zada, Hedron Grinder and then it will be copied for all of my other creatures. Not only is this a source of haste, but how it will play out is, let the first Kari Zev's Expertise resolve on a creature of mine, then play the free card, targeting Zada, Hedron Grinder, and let that and all of it's copies resolve. I will have tried to cast a card that draws, as long as I draw immediately. With all the new cards in my hand, the second Kari Zev's Expertise resolves, and then I cast another spell for free, targeting Zada, Hedron Grinder, and then that spell resolves, and hopefully also drew cards. At this point, I should have enough combat tricks to win the game, and still have hopefully another 3 or 4 Kari Zev's Expertise's left on the stack. I'll cast free combat tricks from each one of those, and should win that turn. Kari Zev's Expertise is one of the most consistent ways to pop off in the deck.
As for the creature curve, I'd like you to take a look again at how strong each creature in the deck is. I'll go further into detail in a second. First, the artifacts I have cap out at 2 mana, and 4 out of 6 either give mana, reduce mana costs, or draw cards, all effectively helping me reach the creatures and allowing me to play them. Also notice the creatures that literally give me mana for almost free. Treasonous Ogre for example. Pay 3 life for a mana? That's easy, the max life I pay is 18. That's less than half my life total. Normally I'll be paying a cap of 9-12. Also, consider that cards like Emrakul's Hatcher is more than 5 mana for a 3/3. It's 5 mana for 4 bodies, which can all be buffed, and give card draw. That goes for any creature that creates a token in the whole deck. Look at it as mana cost per body, rather than mana cost vs power/toughness value. I also don't want to run tribal, because it would require too many cards to shift over to more tribal base, and slow down the deck in its entirety.
Now for Neheb, the Eternal, and other more expensive creatures, I'll go through one by one. Charmbreaker Devils is interesting, because 6 mana is literally the very top of the curve, and as I've already stated, his second ability won't trigger per copy, only on the initial spell. The real deal with him, is that his second ability gives him +4/+0 instead of +1/+1, which is a much better deal, and stacks up MUCH faster. As well as with his first ability, it allows me to continue to have steam when I really shouldn't. Emrakul's Hatcher, 5 mana, 4 bodies. Not much else to be said, just great value for the mana cost, because have 4 extra targets for my copied spells is great. Pia and Kiran Nalaar are in the same category as Emrakul's Hatcher. Goblin Dark-Dwellers is also a card that gives me fuel when I should be out. It also works very well with Kiki-Jiki, Mirror Breaker to continue casting spells of my choice out of my graveyard. Kiki-Jiki, Mirror Breaker, I don't really have to explain why this is here, do I? Oh, and yes, it combos with combat celebrant for potentially infinite combat steps. Mirrorwing Dragon, this should also be obvious why it's in the deck. Neheb, the Eternal, is great because it helps set up for following turns. If I can get Neheb out early, and deal some damage, I can get enough mana to cast more creatures for my following turn. If I don't get Neheb out fast, then too bad for me, I'm sure I had something else to play. Siege-Gang Commander, 5 mana, 4 bodies, enough said. Goblin Rally 5 mana, 4 bodies, enough said.
The thing with this deck, is it can work with a low amount of tokens. Yeah, higher amounts of tokens are preferred, but 4-5 is the minimum. Which is obtainable through a single card. I don't need 20 goblin tokens, I only need 6 and expedite. I don't need them to attack the turn they hit the board, so I don't require haste. Hopefully this explains why all the cards that are in, are in, and I think I responded to everything in your comment.
Goblin Rally occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%