|Commander / EDH||Legal|
Printings View all
|Fate Reforged (FRF)||Common|
Combos Browse all
Creature — Goblin Scout
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Price & Acquistion Set Price Alerts
Mardu Scout Discussion
2 weeks ago
4 weeks ago
1 month ago
I'm a big fan of Impact Tremors, but it doesn't seem like much takes advantage of this. perhaps you add white for flicker effects like Restoration Angel or Cloudshift. Alternatively, you could use the mechanic the card was intended to be used for. Mardu Scout , and Goblin Heelcutter are good for this purpose, and are also goblins, which is a bonus. Also, like Skoodly says, you wouldn't have to sacrifice much for this to be modern, or even pauper if you're feeling saucy. Just watch out, Seething Song is banned in modern.
1 month ago
3 months ago
Thanks for your suggestions, AlmightyTentacle!
You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)
When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.
Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!
Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!
Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.
I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!
Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.
The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.
Quest for Pure Flame may also be re-tested.
As for your recommended cuts, I agree with some of them.
Mardu Scout is another one. I love dashing him for repeatable 2 damage with Purph, and he does synergize with Door of Destinies, but you are right about him being on the chopping board. Grenzo, Havoc Raiser may fill his gap.
Apocalypse is actually really good. I recover exceptionally well after board wipes, and pitching my hand never really hurts me too bad. This deals with heavy enchantment based decks like Bruna, Light of Alabaster, Sigarda, Host of Herons, and Zur the Enchanter.
Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)
3 months ago
First of all I really like your Purhporos goblin tribal deck!
As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.
Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.
Magus of the Wheel - 2nd greatest wheel spell in MTG, one minus it is not a goblin ;-)
Mikokoro, Center of the Sea - sometimes one card draw separates you from victory, you can easy cut one of your mountains for it.
Chandra, Torch of Defiance - best Chandra till date, provides card advantage, ramp and some board control.
Grenzo, Havoc Raiser - play enemy spells why not?
Herald’s Horn - cut your goblins cmc is already nice but it gives you addition chance to draw card wich is even more nicer!
Mana Crypt - expensive but cost all its money.
Ancient Tomb - nice land, cut mountain for it.
Herald’s Horn - was mentioned before.
Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!
Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.
Control & Others:
Chaos Warp - staple in EDH mono-red decks. Can help you remove any permanent from board especially nasty enchantments.
Fiery Confluence - easy best card from all Confluences imho.
Goblin Welder - why you dont use this one goblin? It is really nice artifact reviver and can sometimes force your opponnet to sacrifice powerfull artifact and return something less dangerous for his/her graveyard.
Quest for Pure Flame - cheap, can be fast charged and provide great damage boost for one turn.
kindred charge - I know you already think about adding this one to the board, must be auto include imho.
Cards I think you need to cut out:
Goblin Balloon Brigade - too weak.
Mardu Scout - same as above.
Ensnaring Bridge - can be nombo with all your pumped out goblins.
Hammer of Purphoros - you already have enough haste engines imho.
Apocalypse - cool and savage card used it in my Purphoros deck too, but drop it out cuz never really want to play it and it is almoust impossible to win after you use it.
Goblin War Strike - you can damage only one player.
Mogg Alarm - worst goblin token producer from all your sorcery spells.
Reverberate - copy spells bad in aggresives style decks.
Smash to Smithereens - too weak in EDH.
Caterwauling Boggart - too high cmc.
P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P
4 months ago
at 19 lands, don't play cards that cost 4 or more mana. You run too much of a risk of them simply cluttering your hand, while you wait for lands. Keep goblins cheap. Cards to remove:
Raid Bombardment. when will you play this? turn 3, and attack with the 2 goblins you at best have in play by then? It's a card that doesn't do anything on its own, but eats up all the mana of the early turns, where I assume you want to win (midrange goblins doesn't sound really right).
Guttersnipe again a 3 cmc card that doesn't do anything on its own.
Mardu Scout Yes, it combos well with Quest for the Goblin Lord, but then, so does playing dragonfodder. But dash is not a very great ability in a deck, that plays early game aggro, due to mana limitations.
Ankle Shanker, Elspeth, Sun's Champion, and Descent of the Dragons. These are not belonging in a 19 land deck. Loosely calculated, you'll have to dig 18 cards into your library to come by 6 lands, and since you don't draw extra cards, or ramp lands, that means average turn 11 to play a 6 cmc spell (and turn 8 or 9 for a 5 cmc spell). Goblin Dark-Dwellers I don't really know about, perhaps a 4/4 creature followed by a dragon fodder is an ok turn 8 play (but I doubt it).
Trumpet Blast doesn't do enough on its own to be a 4-of. A 1-of is more like the correct number i think - enough that occasionally you play it, and it ends the game, but you won't have to sit and wait for more creatures with two of these in hand.
lands that enter the battlefield tapped. They are not worth the trouble, mostly. Get the check-lands, and the shadowlands, and otherwise stick with basics. Currently just about half your lands are tapped, essentially meaning that you are timewalked behind your opponent.
Cards to consider
Foundry Street Denizen. It's a goblin, and it grows by more goblins. It's also a 1-drop, which your deck has very little of.
Goblin Guide. Suggested since you didn't apply the "budget" tag. Best turn 1 goblin in modern.
Goblin Bushwhacker. By kicking it, you get haste and boost your whole team. that's not bad at all, for a deck with 11 token-generating sorceries. I would also sugges Reckless Bushwhacker but your cards are too many intensive to allow you to play a surge-card early on.
And finally Goblin Chieftain. It does cost 3, so... a bit expensive. But haste is relevant for all you tokens, and so is a solid lord-bonus.
and Lightning Bolt. You play red in modern, you bring 4 lightning bolts.
5 months ago
I play Zurgo a lot in 20 life, and I know that the format is very different, but in general we want to be doing the same things. In 20 life you can very reliably go for a heavy burn plan and have it work out well. This strategy is in my opinion very sub-optimal at 30 life. I think you basically want to be as heavy on the beatdown plan as possible. 30-life zurgo was basically a meta-gaming deck, if you see a lot of control decks, this is were you want to be, Green meta-game = not so much. From what I understand of the format for 1v1 commander online, it is heavily slanted to control(vial smasher etc), and somewhat combo (baral). This means that Zurgo is in a good spot, however if the Nissa/Azusa decks get very popular, or more hate bear style decks come up Zurgo will get much worse.
Here are my suggestions for your deck, cut the following:
- Bomat Courier
- Chandra, Fire of Kaladesh
- Countryside Crusher
- Grenzo Havoc Raiser
- Hazorent the Fervent
- Jaya Ballard Task Mage
- Legion Loyalist
- Sin Proder
- Dangerous Wager
- Faithless Looting
- Kari-Zev's Expertise
- Lava Spike
- Molten Rain
- Wheel of Fortune
Some of these are too slow(Wheel of Fortune, Skullclamp), some of there just aren't efficient enough for 30 life(Lava Spike), and some are just outright bad (Bomat Courier, Sin Proder etc.).
What you want to look for in your cards is the following; repeatable sources damage (mostly in the form of creatures though artifacts and enchantments are great sources as well) or the ability for your instants/sorceruies to kill creatures as well as deal damage to players.
Here is what I would add to the deck:
- Lightning Mauler
- Mardu Scout
- Mudbrawler Cohort
- Speedway Fanatic
- Valley Dasher
- War-Name Aspirant
- Thriving Grubs
- Hellspark Elemental
- Eidolon of the Great Revel
The deck's best hands are turn one zurgo, turn two 2-cmc creature (preferable hasty) so I've tried to maximize the number of 2-cmc creature to ensure this happens as often as possible. If you end up wanting more 2-cmc creatures I suggest looking towards Ember Hauler or Goblin Bushwhacker
Next lets add a little beef to your threats:
Hero is essentially, Hellrider # 2 so it is great. Heelcutter is great at allowing you to spend you mana every turn, and also Superb against single blockers. Koth is just an outstanding card that allows you to diversify your threats in the face of wraths and can win games single handedly.
Instants and sorceries you should add:
These are efficent and you are already playing effective copies of 3 of the cards. If you find yourself running into more blockers, or the meta game is more green, I would look to the following cards: Flametongue Kavu, Chandra, Torch of Defiance, Flame Slash, Mizzium Mortars, Roast. These are great at clearing paths for your creatures to get through uncontested.
Personally I am not a fan of either Chandra, Pyromaster or Outpost Siege as they feel tough to maneuver around counterspells and are very slow against combo. As a result I would cut them and play Flame Slash and Forked Bolt (which feels great against many of the x/1 of the format).
In terms of your mana base, if you are playing grim Lavamancer, you should be to play all the red fetches. Encroaching wastes should be wasteland (I'm sure budget is a big concern here but even still I would just cut it), Rishadan Port is another great land you aren't playing. Mutavault is excellent to help with flooding. Hellion Cruicible seems a little underwhelming, and honestly most of the creatures in the deck have hast so Hanweir Battlements seems like a pipe dream to try to meld, however I think it is mostly a free roll if you are dead set on playing it. Barbarian ring is another card you could be playing, and so is teetering peaks. I also tend to play 37 lands as it is roughly equivalent to 22 lands in 60 card decks, and you are trying to cast 4 drops in this deck but 36 should theoretically work.
Best of luck!