Mogg Infestation

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Rare
Stronghold (STH) Rare

Combos Browse all

Tokens

Mogg Infestation

Sorcery

Destroy all creatures target player controls. For each creature put into a graveyard this way, put two 1/1 red Goblin creature tokens into play under that player's control.

Price & Acquistion Set Price Alerts

STH

Ebay

Mogg Infestation Discussion

hookedonkronix on Purphorous, God of Goblins

1 week ago

Check out Purphoros, God of the Nuke, it's my purphoros deck. It's got a slightly different theme to it as my focus is on putting creatures onto the battlefield to proc his 2 damage ability but it might give you some ideas. I'd suggest Kindred Charge and also Mogg Infestation from my list.

awalloftext on Gahiji: Forever War

2 weeks ago

Marvell: Literally no reason - deck would probably be better with one or two. Mass Removal is really important, and there have absolutely been games I've wished I had it; I think I just don't because Gahiji makes for fast, punch-y games. I mention a couple options in the primer - I'd probably run Hallowed Burial and Retribution of the Meek if I were to run some mass removal.

I think I'm going to consider swapping Slayers' Stronghold out for Homeward Path in my next update. Good call.


Coward_Token: Again, thanks for the commentary! Orzhov Advokist is definitely up the deck's alley; it always comes up on my "maybe" radar when I'm doing revisions.

I tried Harvest Season - too unreliable. But I have an extra Growing Rites of Itlimoc  Flip; I just need to find room. Will keep it in mind for my next update.

Mogg Infestation is hilarious. I think I have an old one laying around from back when I had a Purphoros deck. Will have to sub it in for something 5+ CMC at some point and give it a shot.

Coward_Token on Gahiji: Forever War

3 weeks ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Catalog9000 on My goblins wants to play

3 weeks ago

What, no Mogg Infestation? ;)

And if anybody argues it, yes tokens do hit the graveyard. State-based actions check and the token is removed from the game. No, not exiled. Removed. There is a difference, especially for creatures like Eldrazi that do exile recovery.

MagicalHacker on Dealing 120 DAMAGE in 4 Turns?! (Purphoros Primer)

3 months ago

Flagellum, exactly! I had a deck with those in the deck, but I found that the answer of killing the control player was much faster than the trade off of including cards that didn't trigger Purphoros.

I don't have Genesis Chamber, because it didn't do enough on its own. Mogg War Marshal is a good example of what 2 mana does in the deck. Having to cast more creatures to pay off the inclusion of the chamber is harder when the deck is less than a third creatures.

Winterblast, I didn't cut lands per se, but I chose to include non-land mana sources as part of my equation for lands. In that way, I am running 39 cards in my manabase (2 more than I usually play), 10 of which are nonlands. Mox Diamond has been okay, but I personally don't like the card disadvantage it gives me, even at the advantage of speed... However, I'll take my lumps if it is the right thing to do.

Having an artifact subtheme would actually work pretty well. I chose to do half creature etbs and half spellslinger, but artifacts is another option as well. I would highly recommend building an artifact-based Purphoros deck with Myr Incubator.

Mage_in_Training, yes, targetting myself with Mogg Infestation is super good! Imagine how it goes with an activation from Dual Casting in response!

freakingShane on Purphoros, Forger of Goblins [[Primer]]

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.

  • As for Sensei's Divining Top, it unfortunately is banned in Duel Commander. Same goes for Mana Crypt and Sol Ring.

  • Ancient Tomb was actually just recently unbanned in Duel, so I will definitely -1 Mountain for it.

  • 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.

As for your recommended cuts, I agree with some of them.

Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)

Load more