Goblin War Drums

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

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Set Rarity
Seventh Edition Uncommon
Fifth Edition Common
Fallen Empires Common

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Related Questions

Goblin War Drums

Enchantment

Creatures you control have menace.

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Goblin War Drums Discussion

ticked-off-squirrel on "You got it boss"

21 hours ago

oh you are trying to aim for swarming as opposed to burning eh? if that is the case go for Berserkers' Onslaught and Goblin War Drums. gives creatures both Double Strike and Menace.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

2 weeks ago

Trtl: Thanks! This one is definitely trying to make him as competitive as possible. I have other tribal EDH decks that I play for fun, but I really wanted a meaner one that could hang with the favorite decks of my regular playgroup (Angels, Dragons, Slivers, etc..). Once I started building it I decided I really wanted to make it strong in general, not just in my playgroup. I will definitely check out your deck!

I've dropped some fun cards that were either really highly costed or too gimmicky to include, but I tried to run something strong that had a similar effect. The best example I have is instead of Goblin War Drums I am running Nemesis Mask. They both have similar effects, but the Nemesis Mask condenses it into it's most potent version. Running both wouldn't be bad either, as your chances of drawing that effect double.

I had Impending Disaster sideboarded for a long time, but ultimately decided not to run it because of the lack of control I had over when it goes off. Yes, the land destruction probably hurts you the least, but your opponents have some control over when it pops off. I much prefer a Ruination or Boom/Bust, especially with Crucible of Worlds and Blood Moon out.

ticked-off-squirrel on Purphoros and Krenko (Multiplayer EDH Primer)

1 month ago

as an expert with goblins and burns I suggest the following cards and why:

Impact Tremors: it is basically a replica of Purphoros but does a tiny bit less damage. the plus side? has no devotion so has no risk of becoming a creature on accident.

Barrage of Expendables: what are you gonna do with all those goblins/dragons/whatever once you have them? swing with them and hope opponent does not block? I think not. throw them instead. is a great pair up with Goblin Arsonist

Outpost Siege: a great card no matter which option you pick for it. either exile top card and play it almost instantly or (my personal favorite) have the goblins/dragons/whatever give a parting shot as they leave.

Goblin War Drums (optional): if you insist on swinging with your goblins/dragons/whatever make them harder to block by giving them all Menace.

Foundry Street Denizen: a cheap guy at first but with enough red tokens popping out he will get big fast (if only for a turn).

Bearer of the Heavens (optional): to be used for emergency only. I am slightly hesitant to suggest him but you have a good board wipe card already so why stop at Artifacts, Creatures, and Enchantments? if you really need a field cleared just bring this guy out. sometimes he is enough to just intimidate the opponent from attacking you but if they insist on attacking you you can block with him and if he dies the entire field is gone. (except Purphoros of course) which is really helpful since the opponent cannot recover from the massive board wipe. (yes I know you wont be able to recover either but if you only got 5 lands and the opponent has like 10 the board wipe will be helpful.)

Koth of the Hammer: he is good for three reasons. 1: he can turn your Mountains into creatures for a turn so you can get cheap damage or an untapped land for later. 2: he will generate allot more red mana than Chandra can. 3: if you can get his emblem he turns your mountains into volcanos and can shoot the opponent (or a creature you don't like) for 1 per volcano.

dreamistt on Purphoros let the game begin

1 month ago

This deck seems to have gone two ways at the same time and that usually doesn't work all that well, but it might be alright in this case. You see, Purphoros decks usually do not care for attacking all that much (they just create massive amounts of tokens or end the game in a infinite ETB combo), so cards such as Fervor and Goblin War Drums do not seem all that necessary.

I'll say what I always say: ramp wins most games. Having more mana than your opponents allow you to do so much more and much faster. Mind Stone and Hedron Archive can double up as card draw when you don't need them anymore. Treasonous Ogre allows you to trade health for mana, which can be dangerous, but can also win you the game with things such as Tempt with Vengeance. Hangarback Walker would also be amazing in this deck.

Vicious Shadows can outright win you the game if you have enough creatures in play (it highly discourages board wipes) and I would easily trade Dictate of the Twin Gods for it since it can be quite dangerous.

Dash creatures are be useful, but you don't need that many. I'd remove Zurgo Bellstriker and Mardu Scout. (Lightning Berserker can finish off someone when the board is clear and you have enough mana).

God knows I love [Ragavan], but Kari Zev, Skyship Raider won't shine much in here in my opinion. Hanweir Garrison is insanely good, but will you be able to attack with it without someone blocking it? I don't think so. Goblin Matron is a good tutor (and you have a bunch of goblins), but I don't know if you really need it.

Chandra's Spitfire isn't all that good in EDH, but by all means, if you like it, keep it. It still holds the potential to kill someone out of nowhere. Norin the Wary is really fun, but he's also a bit expensive and you don't really need him. Magus of the Wheel is unnecessary and probably will give your opponents the cards they need to deal with Purphoros or some other card you really need. I particularly dislike wheeling effects since they are extremely situational and I'd rather have some passive extra draw such as Staff of Nin or a Loreseeker's Stone any time.

As for the spells, I'd remove Mizzium Mortars and Reforge the Soul (again, wheel effects are hardly useful most of the times). Release the Gremlins is kinda bad in a matchup where you don't have that many artifacts to destroy, Indomitable Creativity works better since you can turn a bunch of tokens into something better.

I love Ruination (since I don't play that many nonbasics in my decks I don't really care for it) but it might be a bad card in the sense that it makes everyone hate you (but hey, you're already playing Purphoros, what is a little more heat, right?). I'm on the fence about this one. Same goes for Reverberate, Dualcaster Mage and Wild Ricochet...

Breath of Fury needs the enchanted creature to deal combat damage to an opponent. Yes, it might be useful, but I don't think it'll ever be relevant enough to be here.

Other suggestions:

  • Goblin Offensive (Mana-dump cards like this can be useful to end the game)
  • Soulbright Flamekin (Turns into 8 red mana every turn)
  • Skittering Invasion (Consider this as a mana 10 damage to each oponent with Purphoros on the table since you can sacrifice the [Eldrazi Spawn] tokens to get your mana back)
  • Monkey Cage can be fun if you know someone is planning to cast a big creature next turn. And in EDH where average CMC is 3, 5 mana for 3 creatures isn't all that bad. You could also blink a big creature in order to RELEASE THE MONKEYS!
  • Flameshadow Conjuring allows you to pay for an extra copy of that spicy creature you want to cast. Probably a good card to have around. Imagine paying 1 extra for that Chancellor of the Forge or Siege-Gang Commander. It also triggers upon reentering the battlefield (Conjurer's Closet a creature and pay )
  • Rite of the Raging Storm is downright amazing since no one can attack you with the creatures you provide and it gives you a creature every turn for you to attack with.

Fergernuggets on Krenko Goblins

2 months ago

Goblin War Drums is a great card that's on flavor with your deck and his hard to deal with for most opponents. Also, Madblind Mountain might be a good addition to add some shuffle effects of you're have bad draws. I'd cut Battle Squadron due to its higher CMC and Blasphemous Act because it'll wipe your board and you seem to be able to generate tokens fairly quickly.

natephil on Tana, the Saproling Machine

2 months ago

Yo! I love these two together. Seems like a fun deck! You have a pretty high mana curve and only have 5 or so early game ramp cards. Throw in a another signet and add in Kodama's Reach and Cultivate to get a more consistent early game advantage. Also, evasion on your saproling dudes is awesome. I love Eldrazi Monument, so good. Throw in Goblin War Drums too? Another plus for tokens is trample + deathtouch because all they need to do is deal one damage for lethal to the creature and the rest would go to the player so stuff like Nylea, God of the Hunt + Bow of Nylea is very good. Getting damage in even when blocked is awesome in a token deck. And for Ravos, Soultender redundancy throw in Phyrexian Reclamation and Palace Siege, those would be good too!

the_earl_0f_grey on Kari's Kong Quest

2 months ago

It might be shameless self promotion but I've actually gathered a decent amount of tech for my own Kari Zev deck that you might be able to use such as Invasion Plans over Goblin War Drums with an Infiltration Lens or Bestial Fury. I think that Kari would be clever flavorwise. I especially like the interaction with Hero's Blade equipping to Ragavan or using him in her Invasion Plans to draw the attention all the entire defending player's board. Kari can even "sell" Ragavan at the Trading Post for some solid profits considering its all scam. Sadly theres no real way Culling Dais can be spun that isn't at least a little sad. Skycaptain Kari Zev Captain of the Sky!

shaistyone on For Honor and Glory...but Mostly Just for Blood

2 months ago

I guess the key for suggestions would be some game info. How are you losing? What strategies are giving you problems? etc..

At a base level, lots of the new Vehicles have attack triggers which would be great in a multi-combat deck.
Other (non-specific) thoughts -
Reconnaissance - still absurd in your deck
Angel of Jubilation - pump + shuts off some key strategies
Goblin War Drums - solid effect
Sunblast Angel - asymmetrical effects are my favorite
Vandalblast - ditto
Soltari Visionary - nice utility creature that seems to always have targets
Adriana, Captain of the Guard - melee stacks well w/extra combats
Tyrant's Familiar - nice removal
Master Warcraft - with any kind of board state, this should probably be ggs

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