|Commander / EDH||Legal|
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Mob Justice deals damage to target player equal to the number of creatures you control.
Mob Justice Discussion
3 weeks ago
Hello Kilolord, found your Deck here and would make suggestions - if you like it, take it as Inspiration.
- I dont like Manarocks there Cmc is higher than 3+. Its slows you and makes just colorless Mana.
- You use many Abilitys/Cards for pumping up your Goblins, maybe to many - i prefer to make more and more Goblins, faster and faster to overrun my Opponents in my Build. Maybe its possible for you to use more Haste-Enabler/Stuff to untap your Commander and cut Pump-Options. But its just my suggestion :).
- I see many Cards in this Deck there are funny but more useless for reaching a Win. ( Dark-Dweller Oracle , Goblin Assassin , Helm of the Host and Pyromancer's Goggles
- Maybe you want play Cards like: Goblin War Strike , Massive Raid , Mob Justice ?
If you want take a look on my Build: [Commander/CEDH] KRENKO, Boss Mob
8 months ago
10 months ago
If I cast Bonus Round, then copy that spell (say with Reiterate), will those effects stack up? For instance, if I followed all of this with casting Mob Justice, would I have three total copies of it on the stack?
1 year ago
It's no bother. Conversely, sorry for forgetting about this thread for a bit. =p =)
Again, it depends what you're doing with Insolent Neonate. Menace is useful. And the sacrifice obviously supports Bri-Guy, but can you make the discard portion work for you? If you're planning to supplement Brian with something like Hooting Mandrills, Gurmag Angler or even Sultai Scavenger, then maybe the discard can help. If you're not though, then I would personally avoid Insolent Neonate.
On the other hand, if you still prefer the scale-ability of Outnumber, then perhaps Mob Justice or Massive Raid would be more up your alley, since they can target players as well as creatures. They do, however, cost more to cast.
When you're done with the deck, I hope you'll share it here with us. =)
1 year ago
Hey Nick it's Owen!
Love the look of the deck so far- I can tell you've put a lot of work into designing it and it really shows, dude. As a first deck, this is definitely a helluva lot better than the first deck I ever made on my own. I do however want to give you a heads up about some things that you may want to change after playing the deck some- I figured giving some feedback on the list itself now might help you with maintaining a direction once you start experimenting with switching out cards!
If you check out your mana curve, you'll see that there's a heavy leaning towards 3 cost spells in your deck- this is good! The lower the Avg. CMC is on a decklist, the better. This means you'll be able to play more of your deck before other players- in an aggro build you don't want to get to the point that you are hard casting Kozelik because you want to win before then (I know he's in for the graveyard shuffle but I just used him for example because of his high cost). I will point out though that you've still got a heavy leaning on the mana heavier side of 3 which brings your Avg. CMC to 3.59 with around 5 cards that cost 7 CMC and then reaching up to 10 with Kozelik. Because of this- you're going to need more ramp than you currently have in the deck. Solemn Simulacrum and Burnished Hart aren't the kind of ramp you want here simply because they are expensive mana-wise and will only fetch you lands (these are good in multi colored decks because you're trying to fix your board to have all the colors you need). In mono colored decks the best ramp is cheap colorless mana rocks because they'll ramp you hella fast and you don't necessarily need the extra color. I highly recommend placing in Fellwar Stone, Mind Stone, Wayfarer's Bauble, and Coldsteel Heart. You'll be overtaking Matt in mana at that rate, especially since you can play all of those pieces of ramp before dropping a Simulacrum or Burnished Hart, or especially a Caged Sun which costs 6 and normally leads to an endgame strategy like paying for Aggravated Assault.
Second, I'd actually recommend running less lands- in fact you can replace some of those lands with the colorless ramp I mentioned before. Lands aren't needed as heavily in mono color as multi color, so it can be safe to run as few as 32 or 33 and the deck still work very efficiently.
The cards you've got in here are fantastic and I can't wait to see them in action, but when you're looking for more cards in the future I have these highly recommended here for ya:
Brightstone Ritual - With this you can very easily kill the entire board paired with Aggravated Assault or Bonfire of the Damned.
Mob Justice - Another fantastic wincon that can be used to either close out a game or really drive down someone's health.
Magewright's Stone - This one is brutally good for untapping Krenko
Reckless One - big boi real fast
Goblin Chirurgeon - This one is just so brutally good. Every goblin krenko makes suddenly becomes a flesh shield to keep him from dying.
Anywho- these are just my recommendations to take with a grain of salt! The deck really does look great and I'm very much looking forward to seeing your goblin swarm in action. Well done, my dude.
Ya boi, Owen
buckeyetron on FNM
1 year 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 year 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 year 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.
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