|Commander / EDH||Legal|
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|Mirrodin Besieged (MBS)||Uncommon|
|Mirrodin Besieged: Mirran (MBM)||Uncommon|
Combos Browse all
Creature — Goblin Warrior
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Goblin Wardriver Discussion
1 month ago
I feel like most of your most recent changes actually weakened the deck. Let's go over them:
Hidden Herbalists: This card is strong in decks that can reliably trigger revolt. Yours cannot. The reason most zoo decks run it is because they run about a dozen fetchlands, which is way outside your budget.
Zhur-Taa Druid: The upside of 1 extra damage per turn does not justify playing this over a 1-cost mana dork. Remember that in modern, 3 damage is worth about 1 mana, so you're going to need to tap this at least 4 times for mana in order for it to start to be justified. Except even then it won't because you didn't get to spend 3 mana on turn 2. Honestly, there's a good argument for not running dorks at all in a zoo list, but if you do, make sure they all cost 1 mana.
Thud: This is not a good card for your deck. Most of your creatures have 1 or 2 power,and even when pumped, they go up to about 3 or 4. The only "good" target for this is Polukranos, World Eater, which you only have 2 copies of. But that's not something you just want to through away for a bit of damage. Sacrificing any creature is a significant cost, and at sorcery speed, you can't really do any fancy tricks with it.
Otherworldly Outburst: Interesting choice. Keep in mind that it will be a dead card in some matchups though, but I could see it stealing some wins too.
Temur Battle Rage: I guess lagotripha has only ever tested Death's Shadow decks, because Ghor-Clan Rampager is almost always better. Specifically, Ghor-Clan Rampager is much better for creatures with power 3 or less, they are pretty much identical for creatures with exactly 4 power, and battle rage becomes slightly better as the power increases beyond that. As I mentioned earlier, you have 2 creatures with power > 4. Battle rage will be a dead card the majority of the time. Ghor-Clan Rampager is almost never a dead card, because you can always play it as a creature. I think it's very clear which one you'd rather be running.
4 months ago
Goblin Bushwhacker - for goblins gain haste and +1/+0 until end of turn. You have a lot of haste and aggro cards already, this one seems like the weakest. Only ever as good as your board state
Goblin Wardriver - Only ever as good as your board, and only a middling improvement to it
Goblin Wizard - Goblins don't cost enough to justify a 4 drop to cheat them out. The other ability is cute but I have to figure this deck is more concerned with sweepers than it is spot removal
Kiki-Jiki, Mirror Breaker - The deck doesn't have many high value individual targets to copy, not likely to get much value out of this 5 drop
Reverberate - Dependent on cards in hand, and mono-red doesn't often have the mana to pull this off with any worthwhile targets
Kindred Charge - In Krenko what goblins are isn't as important as that they are. Or, in other terms, you don't have many creatures that are significantly better as copies of what they are than just a 1/1 goblin, and the odds of having many of them out at once vs just having a bunch of 1/1s is pretty low. Ultimately this 6 drop doesn't do much more than give you another commander activation.
And I strongly recommend Goblin Assassin. There's a Krenko deck I play with quite a bit and it's far and away the most effective card in the deck.
4 months ago
Also, this is not a deck where it's possible to run 12 lands. You'll want to run 18 at a minimum if you're playing a 4 cost spell. Every hand won't have Skirk Prospector, and Skirk Prospector is only good if you've got enough mana to play your token generators.
Deck looks real fun, but it needs to decide between aggro and mid-range. You definitely need to up the land count, as Skirk Prospector doesn't cut it as a land replacement.
6 months ago
I like it, these are my suggestions for additions
- Caterwauling Boggart
- Goblin Cohort
- Goblin King
- Goblin Rabblemaster
- Goblin Wardriver
- Rigging Runner
- Siege-Gang Commander
- Vexing Shusher
- Zo-Zu the Punisher
6 months ago
Goblin Piledriver - combos with Goblin Tunneler, Break Through the Line, and key to the city for big damage + pro-blue
Not a goblin but maybe Embermaw Hellion to increase damage by red sources?
would suggest removing: Skirk Prospector (why would you want to sacrifice your goblins?), Book Burning, Battle Hymn + Brightstone Ritual (not many mana dumps)
6 months ago
Hero of Bladehold, Ogre Battledriver, Accorder Paladin, Cryptborn Horror, Goblin Wardriver, Akroan Hoplite, Goblin Rabblemaster, Mardu Ascendancy might be good inclusions in a hyper aggessive deck. Have played with Battledriver and Bladehold before, disgusting amounts of damage
7 months ago
I've always gotten good results with Goblin Wardriver but you seem to have already proven this deck kicks serious ass
8 months ago
It comes to my mind more suff that trigger when you attack Captain's Claws, Goblin Rabblemaster, Hero of Bladehold, Brimaz, King of Oreskos, Launch the Fleet, Soltari Champion, Accorder Paladin, Goblin Wardriver, Hero of Oxid Ridge, Wingmate Roc, Frontline Medic, Firemane Avenger.
Or when they deal combat damage Prophetic Flamespeaker Skeleton Key, Mask of Memory, Rogue's Gloves, Specter's Shroud, Destructive Urge, Markov Blademaster, Slith Ascendant, Blinding Angel, Falkenrath Marauders and any of the "sword of A and B".
I'm always looking for a Boros deck to run the Sunforger too bad you have so few instants.
Card draw is hard in Boros, so I'd also try to use Staff of Nin, The Immortal Sun together with the Ghirapur Orrery you already included.
I hope you find something useful among these cards.