Mogg Salvage

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mogg Salvage

Instant

If an opponent controls an Island and you control a Mountain, you may cast this without paying its mana cost.

Destroy target artifact.

flapjackwars on The Jeremy Renner App Experience

1 year ago

Cool deck! I love the concept and some of the more niche cards here.

Mogg Salvage is a slam dunk here. Free spells in general will enable you to tap out for Jeremy Renner more often and still be able to use him in a pinch. Maybe Snuff Out and Thunderclap are worth considering too. I'm not sure I'd go as far as Gut Shot and Pyrokinesis but you could think about it. Corpse Dance and Slaughter give you as many Tor triggers as you can pay for with the buyback. You Are Already Dead can be like a one-time Bladebrand and it cantrips which I feel like is pretty important for your deck. On that note, you might want some more card draw

RinceRaven on krenko

1 year ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

X-Factor11105 on Dragon Jesus (Bladewing the Risen EDH)

2 years ago

MeanLizard I agree on exploring a treasure subtheme, but I don't know if this shell is built to make the most use of them. I WISH Curse of Opulence made treasure, then we'd be on to something. Here's the relevant treasure cards I've previously identified and why I haven't previously added them:

  • Impulsive Pilferer : This is probably the closest for me. Perfectly fine to discard, but its four mana to get three 1/1s and we'll end the turn down one mana. No goblin or pirate synergies.
  • Glimmervoid : Not enough artifacts in tow to make this consistently valuable. I have the same hesitation for Spire of Industry .
  • Magda, Brazen Outlaw : Same issues as Feldon being too slow and being a target for removal once its online. If the package comes together in the next set or two, we'll have to re-visit Magda.
  • Pirate's Pillage : Probably not efficient enough to be included, but maybe?
  • Rapacious Dragon : Eh? The ETB aspect is nice for a heavier reanimation package, but this won't make a big enough impact on the game (I think).
  • Revel in Riches : I think there COULD be a case for this to be included, but 5 CMC is too expensive for my taste that doesn't pretty much win on the spot. I also worry about over-investing in a subtheme - Bladewing is already convoluted (draw dragons > discard dragons > revive dragons), so straying away from that too much puts the deck at risk of being diluted / durdling.

I'm perfectly content to have Gadrak, the Crown-Scourge not be able to attack - when I can finally snag and add in Toxic Deluge and/or Fire Covenant , we'll be packing such a heavy removal package that Gadrak becomes that much more likely to fall into value.

I like to look at Rakdos-color cEDH builds for ideas, and a few cards keep catching my attention: * Mindblade Render * Withering Boon * Mogg Salvage * Songs of the Damned

I keep seeing Necromancy so I think I have to take the plunge and add it...

TheOneKiko1337 on [cEDH] Krenko, Mob Boss [[PRIMER]]

3 years ago

Hey Fran_RuGu, when you''re in a control heavy meta I'd consider cards like: Stranglehold, Defense Grid, Blast Zone, Homeward Path, Sanctum of Eternity, Artifact Blast, Magus of the Moon, Mogg Salvage, Burnout even cards like Alpine Moon are an option if they're running things like The Tabernacle at Pendrell Vale or pillowfort cards like Glacial Chasm or get them with some poke damage with things like Mutavault. There are alot more cards that can go inside your 99 in control heavy metas.

Your suggestions with Deflecting Swat and Sudden Shock are quite viable. From my experience the card which gets countered the most is Krenko, Mob Boss and in this case the Deflecting Swat is kinda expensive but in a control heavy meta I'd say still viable.

MagicalHacker on Flash is innocent and i …

3 years ago

Caerwyn

Tutors are necessary for an entire archetype to function.

You didn't mention which archetype that is, but I'm assuming you are referring to combo. I completely disagree! I've built quite a few combos that win without worrying at all about whether or not the deck has access to combos (in fact, some times the decks are playing stuff like Mindlock Orb that restricts my ability to tutor as well). Here are three examples:

The Bloodhall Season 17 - Unesh, Criosphinx Sov...

The Bloodhall Season 25 - Sharuum the Hegemon

The Bloodhall Season 24 - Syr Carah, the Bold

That's on top of the deck I played in my stream last night, Nethroi Apex of Death: https://www.youtube.com/watch?v=5mlA0-agBDk

(And this is responding to GhostChieftain as well) Tutors aren't necessary for combos, at all. They are just necessary for the most mana efficient of combos (and having those around is why the higher the powerlevel you go, the more it kicks out the other archetypes). If we are worried about archetypes not being possible, then you would be arguing for nerfing combo since it is much more powerful that control, midrange, and especially aggro are nearly impossible to be viable.

Sure, you might find it more fun to win with the lack of consistency, but you should not ascribe that to every player.

Here's the problem... Knowing about game design gives insight about how fun is accomplished. I'm no expert, but I've made quite a number of games based on a few principles, one of which being "Gameplay experience repeating itself from game to game is one of the biggest killers of fun." In fact, this is exactly why Commander blew up in popularity in the first place: Going from 60-card decks with 4-ofs to 100-card decks with 1-ofs is a HUUUUGE drop in consistency, making games less repeating, and consequently more fun.

You also are treating tutors like there is no opportunity cost to using them--you have to burn mana to find your cards, and many of the best tutors put the card on top of your library, meaning you're wasting your next draw or have to use another method to get the card into your hand.

Well, then let's be honest about it, is the cost to search about 60 unique cards for one mana mechanically similar to searching about 15 unique cards for one mana? (Where did these numbers come from? There are about 60 1-ofs in a commander deck when you don't include lands and there are about 15 2-ofs, 3-ofs, and 4-ofs in a 60-card deck.) I think we can agree that they're not. In that way, tutors fall into the category of "Interact poorly with the format" quality of the banlist. Don't get me wrong, I'm not advocating for banning tutors, but that's only because I think there's a better way to fix the issue. Is it unprecedented? In application, yes, but the precedent for the reasoning is as old as the format itself.

What you propose is to to make a card not work as written--that's a huge problem. In fact, it violates what is literally the first of "Magic's Golden Rules": Rule 101.1.

So does the commander replacement rule. Because of that, casting a Murder on a commander doesn't cause it to die in almost all situations.

GhostChieftain In addition, your response to me exemplifies the principle of "loss aversion" in psychology, which can be summarized as "A loss of the same magnitude as a gain is felt by human brains to be much larger in magnitude." You are only looking at the change in terms of how it would affect your decks, but remember, it affects three times as many decks in your games: your opponents. No one complains about one of their opponents' decks being too inconsistent, but people are commonly infuriated playing against decks that can consistently fulfill their gameplan. Personally, I understand it's a part of the game currently, but I can also understand that it's an area of the game that is ripe for improvement.

Gleeock

The banlist could just go away completely & if players cannot exhibit deck-building control & want to win the same way every time, then that is their problem to deal with. My playgroup knows how to self-regulate.

You are missing a huge portion of the playerbase if you are only considering players with playgroups. Many players (myself included) play the game in such a way in that the majority of our games are with people with whom we have never played a game before. In my situation, I play with strangers on MTGO, but I have friends who play mostly on Discord and I have friends who play Commander mostly at side events.

Getting rid of the banlist because playgroups can deal with it means that people with no playgroups gets a huge problem, resulting in their probable exit for the game. Why? Just to make it so that playgroups decide on their own bans INSTEAD OF DECIDING THEIR OWN UNBANS? That's definitely a poor idea, not to mention how many people play with multiple playgroups. Are they just going to have some decks for one playgroup and other decks for the other playgroup? No, they'd just stop playing with one group of people.

rubix215 My favorite answers in Gruul are Force of Vigor, Nature's Claim, Beast Within, Return to Nature, Mogg Salvage, Chaos Warp, Abrade, and Harvest Pyre. If there any of those cards that you aren't playing, I would start of with trying a few of those! :)


Overall, I am really enjoying our discussions! Hopefully, I didn't hijack the thread, but time and time and time again I see problems that people are having issue, and to me it seems obvious that there is a single solution that fixes it all! On top of that, it doesn't actually make cards unplayable at the same time! What I'm suggestion would turn Demonic Tutor into a way better Anticipate, which makes it still hugely playable. It just takes away it's ability to find watchlist cards game after game after game.

mariowen on [cEDH] Krenko Combo [[Primer]]

4 years ago

crowned thanks for your comments man, appreciate your feedback! I did run Anger in an earlier build but couldn’t consistently get it in the bin so had to part with it in the end.

The list contains 3 ‘flex’ slots, these are Goblin Welder , Pashalik Mons and a Mountain . For my meta, I run Homeward Path , Abrade and Mogg Salvage . My playgroup all run Gilded Drake to shut off my reliance on the commander to combo and a lot of artifact stax.

The list as presented is what I see as the playgroup agnostic build and people can find their flex slots to what is more appropriate to their meta.

Thanks again dude!

blazingscout on Grenzo Doomsday Dash

4 years ago

By Force 's relevancy depends on your meta, if there are alot of powered Urza decks or artifact based stax decks, By Force and Meltdown are great additions, jury's still out over Meltdown vs. By Force but my consensus is that if you care about your rocks, By Force is for you. If you don't, Meltdown is your best bet.

If you find yourself in each game with a lot of red mana, or a lot of control players, Shattering Spree is all around better than the alternatives because it copies itself rather than being a single spell, want something gone with your opponents having open mana, target it twice to make them burn 2 interaction spells.

In blind meta's Abrade Mogg Salvage Chaos Warp is where you want to be at, just as a contingency against any cards that will ruin your day.

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