|Commander / EDH||Legal|
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Mob Justice deals damage to target player equal to the number of creatures you control.
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Mob Justice Discussion
buckeyetron on FNM
1 week ago
also, a quick gatherer search will confirm that neither Goblin Matron or Mob Justice is modern legal. Krenko, Mob Boss is too slow for modern. its not playable until turn 4, not usable until turn 5, and the tokens it creates can't attack until turn 6. modern is a format where Through the Breach can put an Emrakul, the Aeons Torn into play turn 3 with haste.
jordybear2002 on FNM
1 week ago
Funkydiscogod, 1. That combo is insane. And couldn't they just take a land?? It says just a permanent and not a no land permanent. Just my line of thinking. And plus it would be my first FNM. Nitropotent 1. Is goblin matron modern legal? And 2. If the answer is yes could a kernel deck make it with cards like Mob Justice and other cards like that?
1 month ago
JoeBob21, I really appreciate your input! I don't think I will add most of those cards any time soon for one reason, They don't really get me closer to winning. One very big weakness I see in fast commander decks is that if they don't win fast, they run out of steam. My goal is to do the opposite with my board state, my damage output, or maybe even both growing exponentially every turn. Adding one use cards like Goblin Grenade are a step in the wrong direction since I only get 5 damage out of it, where Mob Justice can give me infinite damage if used at the right time. If a one use card doesn't either save my life, kill someone, or set me up to win very soon, I wouldn't add it. Goblin Lookout is a nice card but I can get so much more power out of Coat of Arms and other cards that tapping for +2/+0 is a little underwhelming. I used to run Dragon Fodder but I decided that two mana could have so much more potential in this deck. For the exact same price I can castImpact Tremors, and Tremors is going to do much more than two 1/1s. I may end up adding Goblin Glory Chaser, as it's a one drop that can be relevant for multiple turns which can help ensure I'm one of the first players in a game to have a blocker.
3 months ago
First up, I absolutely adore this deck. It's brutally consistent and so much fun to play. My only comment would be to question whether you need both Nature's Claim and Gleeful Sabotage in the sideboard. I know one is sorcery speed and the other instant speed, but I can't think of any artefact or enchantment that couldn't wait one turn for destruction. I can't help but wonder whether that spot could be better filled. I did like Dev's suggestion of Mob Justice as a means to counteract turbo fog amongst other pillow fort constructions.
3 months ago
5 months ago
Thanks freakingShane, I definitely appreciate the input. Those are all very good suggestions to consider.
Hostility intrigued me with the idea of doubling the damage of Mob Justice through Purphoros, God of the Forge while creating X 3/1 tokens with haste. But it would likely be the first creature I'd consider subbing out.
Kindred Charge I could also go either way with. it's ability to create copies of the ETB effect creatures that I've got could set up for some great combos. A second Krenko would quadruple the damage output (with a second purphoros). But I do agree, reducing the average CMC would be an improvement for this deck. I'm operating under the assumption that my mana ramp will be sufficient to bear it.
Moggcatcher and Goblin Bombardment both add an anti-control element that I've been concerned that I'm missing with this deck. Board wipes are all too common and a damage sac outlet would work well in response. And Quest for Pure Flame would be a solid fit as well. I'll probably end up playing around with some different combinations of cards to see what ends up feeling the best. Thanks again for checking this deck out.