|Commander / EDH||Legal|
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|Portal Second Age (P02)||Common|
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Goblin War Strike
Goblin War Strike deals damage equal to the number of Goblins you control to target player.
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Goblin War Strike Discussion
1 week ago
shbones: Thanks for commenting! That is awesome! He is definitely a fun commander, and no one really expects him at the table.
It seems odd, but most of my games are spent with very few tokens on the battlefield until the last turn or two. The rest of the game is spent setting up in whatever way makes sense for the cards I drew, which is why I have as much redundancy, lords, and alternate wincons that I can.
Krenko definitely speeds stuff up, but he also gains the attention of the whole table, where if I play without using him I can take advantage of EDH politics more, until it's too late to respond. Most of the time I tutor for the exact lord that I need to combo out.
I'm going add maybe one more token generator or doubler, but otherwise I am very comfortable with where it is sitting. Ib, ability doublers, and all the extra lands drops definitely makes up for not using raw token generators. It's also more all-or-nothing, but that's what an Ib deck is all about!
Just last week I won a 3 person game by attacking one person with 20 hasty Goblins with Goblin Goliath out doubling damage, and hitting the other player with a Goblin War Strike that got doubled as well.
I think with tribal decks, especially with the ones that can spit out tokens like crazy, it's too easy to get caught up in generating as many tokens as humanly possible. It makes the deck really linear in the sense that you can only win with combat damage, and once you get a battlefield of 100 goblins you have the whole table trying to kill you, and a single boardwipe can be unrecoverable. The way the deck sits now I can pretty much work around 1-2 boardwipes a game before there isn't enough gas left in the deck, and that fits really well in my meta. Depending on your meta, you might have to make some adjustments to that.
2 months ago
No problem. By the way it seem like your goblin deck like to put alot of boyz on the battlefield, maybe Goblin War Strike would be to your liking.
2 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!
4 months ago
Burn at the Stake: Great win condition for decks where you have boatloads of creatures.
Blasphemous Act: Boardwipe for if things get out of hand.
Goblin Recruiter: Great tutor for goblin decks.
Coat of Arms: Turns all of your goblins into very large creatures that usually wins the game unless someone deals with it the turn you play it.
Shared Animosity: Another great way to win games.
Vanquisher's Banner: Lord effect for your goblins and a card draw engine. Definitely a plus.
Chaos Warp: Arguably the best red single-target removal spell in the game.
Hammer of Purphoros: Haste enabler, and allows you to do something with the extra mountains you no longer need during late game.
Goblin War Strike: Win condition for some games.
Ogre Battledriver: Haste enabler that also buffs your creatures.
Battle Squadron/Reckless One: Another win condition. While the haste on Reckless One is nice, I would recommend Battle Squadron due to the deck not having any other answers to flying creatures besides burn spells, and it'll likely have haste anyway from the many other haste enablers you have in the deck.
Massive Raid: Targeted creature or player removal.
Reverberate: Used to copy someone's win condition, or copy an opponents counterspell to counter their counter. All-around great card, very versatile.
Mogg War Marshal: Not a bad card, but you already get a bunch of 1/1's from Krenko. There are just better cards to have in your deck.
Beetleback Chief: Same reason as Mogg War Marshal.
Grenzo, Havoc Raiser: Doesn't really synergise with what the rest of the deck is supposed to do.
Sparksmith: This is a fun card for obvious reasons, but will also likely get you killed.
Buried Ruin: You don't have enough important artifacts for this to be necessary.
Hellraiser Goblin: There are better haste enablers without the drawback of forcing you to attack.
Coldsteel Heart: Goblins don't really cost a lot of mana, so you likely won't need the ramp. That, and this is pretty slow as far as ramp goes.
Goblin Chainwhirler: This is a terrific card in standard, but not neraly as much in EDH. Unless your playgroup meta has a lot of creatures with one toughness, this card isn't going to do much.
Snow-Covered Mountain: Is there a reason you're running these over regular Mountains? If not, the hefty price tag on these lands is why I'd choose to stay away from these. Edit: I just saw Scrying Sheets. If this is your only reason for snow lands, I don't think it's really necessary.
Mutavault: While this does help somewhat, it's not by that much. It doesn't help your deck enough to be worth the $12 price tag.
Squee, Goblin Nabob: Unless you play against a lot of discard-oriented decks, this doesn't do a lot to help you.
Red Elemental Blast/Pyroblast: Unless you play against a lot of blue counterspells, I would drop this for some better components. There's a specific card later on I wold replace this with anyway if you're having issues with your stuff getting countered.
Commander's Sphere: While the ramp and card draw is nice, you don't really need it. Your goblins don't cost a lot, and the card draw is pretty minimal.
Foundry Street Denizen: This would be an extremely good card if it had trample. Unfortunately, the lack of trample, and the rather low toughness of 1 means it will likely just get trump blocked by some tiny creature your opponents control and die.
5 months ago
Some thoughts: Goblin Trashmaster could be really solid in commander to take care of pesky artifacts. Goblin Matron is a good goblin tutor card that even keeps with the deck theme by putting out a 1/1 goblin creature. Goblin Recruiter is a bit more expensive money-wise, but the effect is so much stronger (and it really could/should count as card draw b/c of how many cards you could pull). For that reason Reliquary Tower would be a good pick-up, and is significantly cheaper since its reprinting. Goblin War Strike is another potential win condition. Throne of the God-Pharaoh coupled with Furystoke Giant or Kyren Negotiations would be brutal. Goblin Ringleader could help with card draw, so could Vanquisher's Banner. I like Brightstone Ritual better than Seething Song, it's simply better in 80%+ situations. I like Gempalm Incinerator a lot. I know it isn't a goblin, but I think Hellrider could be huge for you. kindred charge would double your goblins, great synergy with Impact Tremors, Purphoros, God of the Forge, and your sac engine (Boggart Shenanigans and Goblin Bombardment).
5 months ago
other than that, just as many tutors as you can, more token spawning, perhaps protection like Asceticism?
other than that,you need to make up for the speed that the expensive cards provide so definitely run 4-10 more lands than me depending on your curve, and you could run a lot more ramp like Cultivate Farseek Explosive Vegetation, more damage like Banefire Goblin War Strike Kodama's Reach Collective Voyage Hour of Promise
6 months ago
6 months ago
@louisjrt Thanks. I really appreciate your suggestions. I have Goblin War Strike and Boggart Shenanigans in the deck already so they are certainly useful to me. Bloodmark Mentor was actually cut pretty recently, but I still think it's a decent option. Stingscourger is also pretty good in my opinion. Mogg Maniac and Goblin Taskmaster look like they could be fun to build around, in fact I'd never seen the latter before. Jeering Instigator is interesting, but you'd probably be better served using a cheaper option mana-wise like Kari Zev's Expertise. Final Fortune and Relentless Assault are certainly playable as well if you are so inclined, Aggravated Assault is another option if you favour repeatability.