|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Tempest Remastered (TPR)||Common|
|Premium Deck Series: Fire and Lightning (PD2)||Uncommon|
|Duel Decks: Elves vs. Goblins (EVG)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Promo set for Gatherer (PSG)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Creature — Goblin
Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player.
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Mogg Fanatic Discussion
3 days ago
Regarding your follow-up question:
No, that's not how it works. You can return Boros Reckoner before its ability resolves, but the ability remains on the stack and will still resolve as it normally would. The source of an ability that deals damage doesn't actually need to remain present in order for the ability to work (this is how Mogg Fanatic is able to function).
In the event the game needs information about the source of an ability at that source leaves the battlefield, the game uses the "last known information." For example, if you gave Mogg Fanatic a Basilisk Collar, then activated its ability, the damage it deals will be lifelink and deathtouch damage.
1 week ago
I like a lot of the structure here, but there are a few cards that feel sort of 'Jammed in' without a great deal of thought about how they work together- almost like there are two good decks in here that need to be seperated.
Removal package and sideboard are super sweet- no complaints there. Manabase seems solid too.
But when it comes to creatures and spells, you've got this weird split of 'go wide' Souls/palladin/sorin and 'alesha combos' (without the associated tools to get them in the graveyard).
Personally, I'd go all in with one of those strategies rather than splitting them up. Either the traditional mardu tokens route, or just lingering souls (it is just that good) alongside some more 1-2 drops with sacrifice effects (Generator Servant, Mogg War Marshal,Stingscourger, Mogg Fanatic, Zulaport Cutthroat, Blood Artist Felidar Cub, Bomat Courier, Burrenton Forge-Tender, Hope of Ghirapur, Skirk Prospector, Viscera Seer etc. ) or Draw/discard effects (Insolent Neonate,Cathartic Reunion,Faithless Looting) to rush out something like Gigantomancer or Noosegraf Mob.
Still, it looks a lot more solid than my first deckbuilding attempts.
1 week ago
The curve feels too high, and some of your card choices are fairly low-impact. Cunning Sparkmage and Vulshok Sorcerer are best in combo lists ( Banishing Knack/Intruder Alarm/Cowardice/Fractured Loyalty/Power of Fire ) where they are a win condition rather than anything playing more linear, because 1 damage/turn for three mana is weak on its own.
They can work in more casual Deep-Slumber Titan lists. With Goblin Fireslinger existing though, (used for the bloodthirst mechanic) they almost never see play. Gorgon's head synergy just isn't reliable enough to see play outside Brigid, Hero of Kinsbaile commander, and is best non-budget for Basilisk Collar.
Looking for that kind of synergy is exactly the right mindset for effective budget deckbuilding, you just need to get used to all the options so you can find the good stuff.
Its best to go hard on exactly what you want to do with a deck, especially as a budget list. Expensive cards are usually the most versatile cards (or cards with no alternatives). So to play budget effectively, you need a strategy that keeps cropping up in MTG and go all-in. A direct damage burst with Quest is a good choice, and so is the incredible efficiency of Shrapnel Blast, so lets build around those. You want to spend a single turn taking somone from 14-15 to 0 with artifacts on the field.
Go to gatherer, advanced search. Search for red enchantments that might sit alongside quest to help hit that 'eight copy reliable' stage. Anything that catches your eye, add it to the maybeboard, so you can see how much each card costs. We can also do a search for 'double damage' and 'whenever a source damage' to pick up other likely options.
Don't grab cards costing 6 or more mana, because unless you build your entire deck to cast them, you'll never cast them. Assault Strobe, Temur Battle Rage, Dictate of the Twin Gods ( Fire Servant ), ( Curse of Bloodletting )Insult,Overblaze, The Flame of Keld all stand out to me.
But with them all sitting in or around the 5 mana slot, or being creatures pump spells, suddenly we have some deckbuilding restrictions. We need either a bunch of damage on the field which we abruptly double and win, or to spend five mana getting one to the battlefield then cast a bunch of spells.
So lets look at the tools mono-red has to do that. For the former, there are agressive creatures like Keldon Marauders, Mogg Fanatic, Mortarpod, , Seal of Fire Zektar Shrine Expedition, Emberwilde Augur etc, for the latter Fling Spark Elemental etc.
Getting a big list of all the options then picking the best, looking at both price and effect is a good habit to get into with deckbuilding- Learning to trim the fat and spot strong options helps immensely with draft formats, and can help massively streamline your lists. If you are having trouble finding options, look into the archived standard deckbuilding discussions for an archetype that might have useful tools, and steal those.
Just remember, redundant copies of any spell makes it good, and casting spells on turns 1-2-3 is very good.
3 weeks ago
I really do like the changes of Krenko, Mob Boss to Goblin Heelcutter and the sideboard changes. The Fanatical Firebrand however is just fine. I personally like the Mogg Fanatic better because you do not need to tap it for the 1 damage, but the Firebrand is definitely playable. Besides that, Those changes should really boost the deck into a better position while the sideboard will be much much more efficient.
1 month ago
Goblin_Boy thanks for the feedback! How do you feel about these changes?
1 month ago
4x Goblin Guide
2x Mogg Fanatic
2x Glorious End
2x Blood Moon
3x Forked Bolt
1x Harsh Mentor
1 month ago
If you're sticking with mono-red and one drops, there's still a number of cool things you can do, and I like the consistency and freedom from mana issues that can be had that way. A few suggestions within that framework:
Goblin Grenade - This one really is a must-have. Sells for about $1.
Mogg Fanatic - Surprisingly good 1-drop. Can clear away a pesky small creature, sneak in an extra point of damage when you need it, and even do damage twice when it makes sense to do so.
Quest for the Goblin Lord - A nice 1-drop booster for the goblin army.
Outnumber - Good for clearing larger creatures so the nasty goblin parade can march on in.
My Goblins 1.0 deck has a few nice 1-drop options that I've found quite useful.
Bonesplitter - Cheap power boost.
Goblin Gaveleer - A goblin that just looooves to carry that Bonesplitter.
Mugging - Great for getting damage past a deck that's beginning to outclass the goblins. Kills small problems and lets you evade larger ones.
Skullclamp - Great for adding draw to a deck like this one.
Goblin Lackey - Nice for sneaking in lords, but this deck is all-out rank and file goblins, so I don't recommend it for this build.
Two more that are superb but pricey.
Goblin Guide - Super super goblin, but at about $20 I can't convince myself to pay that for a game piece.
Legion Loyalist - Also very nice. Good relevant abilities. At about $8 apiece, I might buy 1 or 2 someday, but not today.
2 months ago
Thanks, HurricaneZach. My original version of this deck did have Mogg Fanatic in it, but I decided to replace it with the Fanatical Firebrand since it was basically the same thing but with haste, which I feel outweighs the fact that you have to tap it to sac it. I also just replaced the Raging Goblin with Goblin Cohort which was also in the original version of the deck, but will really benefit from the new haste creatures so it has gone back in. Also swapped Fireblast with Goblin War Strike to avoid the land sac. It had been a while since I did any editing on this one - enjoy!