Mogg War Marshal

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Common
Modern Masters Common
Duel Decks: Elves vs. Goblins Common
Time Spiral Common

Combos Browse all

Tokens

Mogg War Marshal

Creature — Goblin Warrior

Echo 1,R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Mogg War Marshal enters the battlefield or is put into a graveyard from the battlefield, put a 1/1 red Goblin creature token onto the battlefield.

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Mogg War Marshal Discussion

vissell on Gruul BTE Kavu

3 days ago

Nice deck, really fun to play. Running budget version for now since Nettle Sentinel and Pyroblast are a bit expensive for me. Use 1 more Horned Kavu and 2 Mogg War Marshal rather than it. Also changed 1 Nest Invader and one more sentinel for Jackal Familiar. Works fairly well, considered about expanding it to Naya Zoo but it seems a bit too inconsistent for me.In sideboard running 3 Electrickery 3 Pulse of Murasa 1 Ingot Chewer (because affinity with 0 lands is fun) 1 Nacatl Outlander and 2 Relic of Progenitus.

Dorotheus on pauper RDW

5 days ago

cards to consider are Keldon Marauders, Spark Elemental, Mogg War Marshal, Heartlash Cinder, and Temur Battle Rage to some extent. Stingscourger is a good answer SB card to things you can't normally deal with or if you have to present tempo against Anglers and Devestators, and Red Elemental Blast/Pyroblast for obvious reasons, but can understand getting those on mtgo sometimes.

dlamars on Size doesn't matter, it's how you abuse it~ Alesha

1 week ago

Hey, I have a couple suggestions that might be good here:

Knight-Captain of Eos, Siege-Gang Commander and Mogg War Marshal all seem like solid includes to me. I think cutting Necrotic Ooze, Feldon of the Third Path and Goblin Gardener for them would work.

I'm also a big fan of Rune-Tail, Kitsune Ascendant here because he's so good for aggro, same with Bastion Protector for protecting alesha. I'd probably cut Leonin Relic-Warder and Tidehollow Sculler for them.

Utter End and Terminate could be replaced with Anguished Unmaking and Hide/Seek imo.

I'd also suggest getting both Merciless Eviction and Austere Command in if possible. These cards just win games and are always good even at 6 mana. I'd cut something like Cathartic Reunion and possibly a land, Urborg, Tomb of Yawgmoth doesn't seem needed with the expensive land base you have, not sure.

Oh and one more, Eerie Interlude may be worth considering. Anyways, hope that helps!

KongMing on jund SACIFICE Deck

2 weeks ago

It's a little high CMC, but I would really recommend Mudbutton Torchrunner. It's basically a Lightning Bolt on legs; you can sac it to Fling or your other creatures to activate it and burn a creature or player for 3 damage.

Speaking of Lightning Bolt, Magma Jet is another option for versatility. It has a higher CMC and only does 2 damage, but the Scry can be helpful in a deck like this that has no way to draw or filter more cards.

Dregscape Zombie is another option; it's Unearth ability lets it get sacced, swing with Haste, and then get sacced again for 3 total mana.

Mogg War Marshal gets you a total of 3 Goblins for only two mana, another great source of sacrifices for your engine.

Scorched Rusalka is another option to consistently do damage when you sac off creatures, the big downside is the fact that the ability has red mana in its activation cost. The nice thing is that once you have enough creatures and mana on the board, you can burn an opponent from 5 life to 0 at instant speed. You basically raise their 'red zone' threshold.

This last one seems a little high CMC for your deck, but it could be a useful. Falkenrath Noble can give nick players, give you some sustain, and a little Flying defense if the deck doesn't go off fast enough.

I'm not sure how much use you get out of them, but you may want to consider replacing your Golgari Rot Farm and Gruul Turf with Rugged Highlands and more dual lands that give you 1 life. The bit of life gain is really helpful in an aggro deck like this, which has no sustain otherwise. Over 50% of your spells are only 1 CMC, so the Rot Farm and Turf may end up tapping for the wrong combination of mana or leave mana unspent at the end of phases.

lagotripha on Making Dash Great Again!

3 weeks ago

Glitterfang and Dragon's Claw to add some longevity and cheaper presence. Avalanche Riders is relatively cheap and fits the theme. With more spitits I'd suggest Clash of Realities for board control, but Foundry Street Denizen is another option. In the Web of War is a little high cost. Keldon Marauders/Mogg War Marshal/Foundry Street Denizen matches the theme and is very strong in this kind of setup. Basically, you only need 2-3 dash creatures in hand and thats all your mana soaked up every turn, so it'll be better to have some stuff with an immediate impact for the rest of those slots. I like the idea of Pandemonium for grindier matchups, likely outdamaging pourpouros, but you will need to survive that earlier game. Quest for the Goblin Lord is nearly functional here, Thundermare is almost playable. All told, good luck and happy brewing.

foxboy93 on Dark Phoenix, Who Frowns At Fun

1 month ago

n0bunga

Using Palisade Giant with Monument means you take no damage whatsoever. As well, you could add in token spawners to warrant the issue of "lack of creatures"

Personally, some of the ones I've looked over include: Angel of Invention, Pia and Kiran Nalaar, Priest of the Blood Rite, Mogg War Marshal, Siege-Gang Commander, Beetleback Chief, Haunted Dead

lagotripha on W/R On Dasher-Help-Newbie Deck 2.0

1 month ago

Ok, thats a nice solid start and a strong idea. Modern is a turn 4 format- usually non-casual games are decided by turn four in one players favour, so most cards are at the 1-2 cmc, with key cards castable turn three. I love the idea of a kor firewalker/dash setup, it has a lot of potential, especially running a lot of removal. So lets start by looking at cards, costs and interactions and alternative multiple copies. Basically, the deck as you described it should run two sets of cards- things to enter the battlefield or benefit from entering the battlefield, or things that remove your opponents threats so you can grind out a win.

Removal- Fumigate, Flame Slash, Lightning Bolt, Stasis Snare all fantastic, with this setup Blessed Alliance, Celestial Flare, Immolating Glare are all options, with Leave No Trace, Radiant Purge, Disenchant, Urgent Exorcism and Valorous Stance, with the traditional red Smash to Smithereens and the like.

Engine- Kor Firewalker ( dragon claw ? it dodges boardwipes) Ajani's Pridemate , Screamreach Brawler, Mardu Scout, (Foundry Street Denizen, Dragon Fodder, Mogg War Marshal (possibly a single Cathars' Crusade), Spirit Bonds, Impact Tremors, Mantle of Leadership!!, Pandemonium, Soul Warden/Soul's Attendant, Countless Gears Renegade, Banisher Priest, Blade Splicer, Cloudform etc

Things I'd cut - Shivan Dragon(classic, but reducing the mana costs of the deck mean stuff hits the battlefield faster and you can run less lands) Resolute Blademaster Cinder Hellion Belligerent Whiptail too slow to cast when you need them, need you to already be winning to work. Fireball Heat Ray Armored Ascension Lust for War- slow and don't suit your gameplan of bouncing creatures for effect.

Interesting cards to consider- Legion's Initiative, damage, can protect your creatures by bouncing them, You could consider looking at the white Cloudform flicker archetype, soul sisters Soul Warden decks and RDW, which with key cards being reprinted may provide some good options. There is probably a card that has exactly the effect you want or need if you look for it, so its more about imagining what you want to be doing, and checking it can be done efficiently enough to work.

The key part of it all is sideboard- this is how budget decks thrive in the modern envoronment. Cards to specifically mess with opponents, Disenchant key artifacts, Deflecting Palm a big creature into an opponents face, Combust key creatures in control decks. Its all there with the weird, optional, situation specific cards. Test your deck, see what works and what doesn't before commiting, then go out and play, because your playgroup and metagame will not condform to whatever is out here in the world, and what is best might not be fun to pilot, and thats the whole point of playing. Don't be scared of playing on a tiny budget, there are a lot of cards that have fallen out of vogue and have low prices not because of how good they are but because they are unpopular eg.Nevermore. You can absolutely win most games by piloting well, even against the best decks and players with planning and a little luck.

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