Goblin War Drums
Creatures you control have menace.
Price & Acquistion Set Price Alerts
Goblin War Drums Discussion
1 week 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.
- 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.
3 weeks 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.
3 weeks 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!
3 weeks 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!
4 weeks 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
4 weeks ago
I don't personally know any crappy goblin in the deck. I have trimmed the fat from this deck over the past year, and when I play it all of my creatures do something important, if not vital, for me winning.
Even if a bulk of creatures are 1/1's, I have lots of anthems and cards like Door of Destinies/Coat of Arms and such. Evasion is very easy to get in this deck as well, because a large number of goblins grant all my goblins some form of evasion or I play Goblin War Drums.
Board wipes are actually another strong suit in this deck. Since my avg. CMC is 2.75, the deck is very resilient and I am able to reestablish massive board states in no time, and the other players are still behind which allows me to take advantage of them. Thanks for dropping by and lending your concerns!
I tested Grinning Ignus for a possible infinite combo, but ended up passing because it was too much work for a combo. As for Norin the Wary, I do love his ability, but I personally like to get some damage out of my creatures, and he wouldn't allow that nor get the buffs from my counter-granting cards unfortunately...
I appreciate these though, and they are definitely good for a Purph deck, but for how I pilot mine I don't think I would like them much. Thanks for stopping by with suggestions! :)
1 month ago
I think Bident of Thassa has a home in this deck. Better card draw than Military Intelligence, since it has a much higher "ceiling," while, admittingly having a lower "floor." Also its second ability can leave an opponent wide open.
As for combat altering cards: