|Commander / EDH||Legal|
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You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost.
Put two 1/1 red Goblin creature tokens into play.
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Mogg Alarm Discussion
3 months ago
Added Mob Justice, Illusionist's Bracers, Eldrazi Monument, Mana Echoes, Goblin War Strike, Thornbite Staff, Impact Tremors, Hordeling Outburst, Disrupt Decorum, and Coat of Arms. Removed Archetype of Aggression, Chaos Warp, Goblin Assassin, Hellrider, Lightning Volley, Mogg Alarm, Reforge the Soul, Surge of Zeal, Spikeshot Elder, and Thunderous Might. I have my reasons for each card replacement. The old ones either didn't fit the deck, were replaced with a better version, or pissed everyone off too early.
The replacement cards are what really matter. Mob Justice and Goblin War Strike deal horrendous amounts of damage on the cheap. Stick Thornbite Staff on Krenko, untap him when something dies. It also lets me go infinite if something dies. Illusionist's Bracers lets me copy Krenko's skill for four times the goblins. Disrupt Decorum makes everyone else kill each other. Best to use it when they're all mad at me already. Hordeling outburst is basically just a better version of Mogg Alarm. Eldrazi Monument protects me from boardwipes and fliers. Coat of Arms gives me ridiculous power without powering up the other players too much. Mana Echoes gives me tremendous ramping power. Play Impact Tremors when I have 40+ goblins, it resolves, tap Krenko, EVERYONE DIES.
I think this may be the final version of this deck. I can't really think of any improvements.
5 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
9 months ago
sarkhanisverybroken: Thanks for the long comment, I really appreciate it! In order:
I used to run Molten Birth, but it just turned out to be too slow :( the fact that it conditionally returns to my hand was too unreliable. I eventually replaced it with Mogg Alarm (because it can be cast without mana on my combo turn if I need more tokens) but that got cut eventually too.
Goblin Chirurgeon is a good idea - what would you cut for it?
I also used to run Isochron Scepter (it's an amazing card in general) but, astonishingly, it didn't end up pulling its weight. There were too many times when it was a dead card in hand...and the repeatability was not worth as much as I originally thought. I only get one combo turn usually - my opponents keep Zada off the board whenever they have the chance.
I've considered Plague Myr before...but I generally don't like infect much, and it seems like the colorless mana is a heavy downside. Does it work well in your list? I don't have much to give it trample...
Chaos Warp is an amazing card...but slots are really, really tight in this deck. What would you cut for it?
I used to run Balduvian Rage, Aleatory, Chaotic Strike, etc for additional sources of card draw. However, their timing restrictions simply kill the deck - because all of my mana from rituals fizzles when I change phase - and the delayed draw is also really, really dangerous. I swapped in Blazing Shoal to replace the pump effect, and have never regretted it.
Do you have a list online? I'd love to look it over if you want :)
Also, you're welcome to give an upvote if you like the deck! We Zada players have got to stick together #ZadaLife ;)
1 year ago
@Omeros: So I have playtested quite a bit and think I came up with a pretty good balance with some of the cards you suggested. Fire Diamond, Treasonous Ogre, Seething Song, Soul's Fire and Mogg Alarm all found there way in. Skirk Prospector usually ended up being "win more". For it to be effective in not depleting my army too much, Krenko, Mob Boss usually had to be out and if that happens it's usually game over regardless. You know my issue with Iron Myr which is meta specific but I don't think will fare well in mine. I don't have a ton of 3 drops that would be super great to have a turn early but I do have a large number of 4/5 drops that would benefit from being out a turn or two earlier so that's why Seething Song is in but Pyretic Ritual is not. Thanks for the suggestions and let me know if you have more. They don't even have to be uber-budget (this is a real life deck not one of my $40 budget series decks), so I'll take a look at anything $20 and under.
1 year ago
Thanks for the responses!
@hubatish: I think you're right, I need at least one more land and wouldn't mind some draw that isn't based on my number of creatures (perhaps a wheel for when my hand gets empty?). What I meant by consistency was balancing the linear aspect of the deck (ramp, draw, tokens and buff). The cards you mentioned are goodstuff cards in monored but don't really keep in line with the theme of the deck and would probably lead to more inconsistency/slower speed in getting a buffed army through for the win.
@Omeros: Great list of suggestions! Soul's Fire seems like an auto include since I play multiplayer and Fire Diamond, Treasonous Ogre, Skirk Prospector and Mogg Alarm will all get playtested. I'm not so much a fan of Iron Myr due to easy removal and not crazy about Pyretic Ritual or Seething Song due to their one time use.
1 year ago
1 year ago
1 year ago
I got bad news about Soul's Fire. It has to target another creature or player. That means it has at least two targets and won't work with this commander.