Mogg War Marshal

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Modern Masters (MMA) Common
Duel Decks: Elves vs. Goblins (EVG) Common
Time Spiral (TSP) 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

_raeofsunlight on Weird Goblin deck

2 weeks ago

You might want to cut Voracious Dragon, Goblin Ringleader, Mogg War Marshal and Swiftfoot Boots in order to add multiple copies of the more important combos

Sgt.Pickles on Path of Fire

4 weeks ago

Hey man, I do see areas of improvements for your deck. You seem to have some card choices that are just strictly worse than other goblins. The thing about goblins compared to any other tribe is that they are designed to be incredibly fast. Mana is nearly never an issue, so you don't need those "just-in-case" things. You should 100% cut the following cards: Bloodmark Mentor, Kiki-Jiki, Thick-Skinned Goblin, Wily Goblin, Desperate Ritual, Tormenting voice, Curse of stalked prey, Nykthos. These cards are either too slow or their ability just doesn't give us anything useful.

Some replacements for those guys are firstly, upping the amount of good cards you already have, then Foundry Street Denizen, Goblin Bushwhacker, Goblin Rabblemaster, and Mogg War Marshal.

You need to run 4x Lightning bolt and 4x Goblin grenade. Also, Goblin Guide is strictly better than Raging Goblin, and Shared Animosity is strictly better than Coat of Arms.

The changes I outlined are absolutely necessary in order to have a strong deck. If, of course, you don't care about winning and just want to mess around, then don't worry :P make these changes and then let me know and I'll help you with the rest of the deck :)

Von.Banamaor on

4 weeks ago

The problem with adding black is that it will significantly slow down the deck and I am a big fan of speed and consistency. I just don't feel like it is adding more than it subtracts. Perhaps I'll try it later, but for now I'd like to see how far I can get with red alone.

The big issue with Fling and Rite of Consumption is that you need a powerful creature to make them effective and there are a lot of decks that don't play anything much bigger than a 2/2. Collateral Damage give me 3 damage guaranteed and combines with Wrangle to give a great play with only three land.

Also, if the opponent's deck doesn't play creatures you need Mogg War Marshal for the deck to function. Getting three 1/1's from a single 2 casting cost creature gives you all you need plus some chump-blockers.

I've been on the fence with both Flame Jab and Needle Drop. So far, Needle Drop isn't really doing it for me and I think I'll ramp up to 3 Searing Blaze.

You are 100% correct about Electrickery.

I feel like I can either play Searing Blaze or Flame Jab and wanted to playtest both. So far, I like Searing Blaze better because it also gives me the option to play one or two Fireblast main or sideboard. So, I'm with you on that.

I've updated the maybe board for some other options too.

nerdolfo on

4 weeks ago

Fair enough (excuse my english, but it's not my first language). Love the idea behind this deck, so here are some impressions.

B splash is a must. You'll gain Rite of Consumption and some Chainer's effects (on SB, for those damn Auras). I would take out that lonely Flame Jab (you just run 19 lands), 1x Fling and 2x Searing Blaze (you don't want to remove your opponents creatures that way, at least no the first game). You also can will replace that Needle Drop with some Costly Plunder.

Not too sure about Collateral Damage, but I have nothing on my sight at this moment to suggest a replacement. Same about creatures, specially Mogg War Marshal.

SB suggestions: 3 - 4x Electrickery, perhaps one in main (big fan of the card) and 4x Chainer's Edict or Diabolic Edict.

I'll take this to MOL tomorrow and will come back with new comments.

Hellsing on Grenzo's demented horde of raging goblins

1 month ago

me2tal : Goblin Recruiter is banned in tiny leaders. I already have Mogg War Marshal in my maybeboard so I'm planning to add it. Herald’s Horn seems like a nice thing, never seen it before, definitely going to add it.Skirk Drill Sergeant is also something to consider.
Also I think Goblin Bombardment performs better than Boggart Shenanigans.

Chopwood on Gobby Gob Gob

1 month ago

Wynasty84 How fun, welcome to the game! I may not be the best player there is, but if you ever have any questions, feel free to ask me!

One other goblin suggestions that you should consider is Goblin King, he's great against red decks so he makes good SB material. I would decrease your Krenkos to 2x, since you won't be able to have more than one of him in play at the same time, and tempo is really important in a goblin deck! You should aim to win at turn 4, everything later than that and your opponent will have the upper hand and your only way to win past that will be to draw a Goblin Grenade or have som other burn. I would replace Collateral Damage entirely with Lightning Bolts!, since they won't sacrifice your poor little Gobbos. If you need more burn than that i would recommend Skullcrack or Searing Blood. I would probably cut Hordeling Outburst since turn 3 you like something that attacks directly or gives a boost to the rest of your goblins. I had Krenko's Command in my goblin deck earlier, but replaced it with Mogg War Marshal, since it's a bit more resilient against sweepers and if you cast it at turn 3 or later it's a perfect target for the grenade. I would probably cut Reverberate, too since it's a card that doesn't do anything on it's own, which can be problematic if you're playing a fast deck.

Please tell me how Contested War Zone works in the deck! I've been thinking about adding it to my goblin deck, but I'm afraid that the colorless mana will be a prolem, so I'm interested in knowing if it's good :)

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