Mogg War Marshal

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern 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

pinecone2k3 on how many goblins?

3 days ago

Since this is a Modern build, I'll state the obvious, that you should swap out Lightning Strike for Lightning Bolt. Also, Impact Tremors has become a bit of a staple in Krenko-based goblin decks. Normally, I recommend that people run Mogg War Marshal over Dragon Fodder or Krenko's Command, but you do have some interactions here that work better with the two sorceries than they would with another creature card.

DarkLaw on Ixalan Spoilers (NO LEAKS)

5 days ago

But to do that, you need an exact hand and the top 4 cards of your deck. Wasn't Fruity Pebbles or whatever it's called just better than this?

Not saying that playing those two enchantments into Mogg War Marshal, Lingering Souls, etc. is a particularly bad plan. It just needs quite a bit to go right.

pinecone2k3 on Purphoros, God of Goblins

6 days ago

I highly recommend putting in Mogg War Marshal in place of either Dragon Fodder or Krenko's Command, and just ignore its Echo cost. You'll essentially still be paying two mana for two 1/1 bodies. But by not paying MWM's Echo cost, you'll be saccing him and immediately putting another 1/1 creature into play. Thus, you have extra triggers for Vicious Shadows, Impact Tremors, Boggart Shenanigans, and Purphoros's ability, just at a glance. Also, unlike DF/KC, MWM can be searched for, with Goblin Matron's ability, and cheated into play with Goblin Lackey's ability. One final note: As I type out this recommendation, your deck list currently shows two copies of Goblin Lackey here in your Commander/EDH deck.

lagotripha on How to: Play Magic for ~$6.

6 days ago

There are a number of cheap, effective red kards Keldon Marauders has fallen out of favour, but is a 2 mana lava axe when it works. Nivmagus Elemental is cheap and provides limited counterspell protection and the oppertunity for combo finishes with Temur Battle Rage. Sin Prodder is dirt cheap and very effective, even without cheap delve.

With super budget the lack of lightning bolt hurts red, and lack of boros charm red white so janky combo is usually the most functional option. Board flooding with Mogg War Marshal, Foundry Street Denizen Dragon Fodder Battle Hymn Dragonrage Akroan Crusader Empty the Warrens, Haze of Rage and so forth to spam out a win. Guttersnipe used to be good but has fallen to more efficient options, leaving him pretty cheap.

Human tribal with Keldon Marauders/Thatcher Revolt/Kessig Malcontents is functional, especially with Gather the Townsfolk and Dearly Departed/Cathartic Reunion. For the non-$10 version there are some very competitive lists out there, but there are a lot of cards in modern that aren't valuable because they just aren't in short supply but are still super good.

pinecone2k3 on Goblin Brains=Goblin Stains.

1 week ago

Mogg War Marshal, if you ignore his Echo cost, gets you two bodies for two mana, just like Krenko's Command, but unlike KC, MWM can be cheated into play via Warren Instigator. Another interaction is that, if you sac MWM to a Goblin Grenade the same turn you play it, you don't have to pay the Echo cost, and he still replaces himself with a 1/1 goblin, so it's almost like you didn't have to sac anything, keeping the number of goblins you have in play just a little higher to get you more punch from Krenko, Mob Boss. And since MWM ultimately results in a third goblin entering the battlefield (which Command doesn't offer), you get an extra trigger for Quest for the Goblin Lord, as well. Just some food for thought.

CaptSillva on Krenko CEDH

1 week ago

A feel like the best version of this deck wants to go wider. It wants to spawn as many goblins as possible as quickly as possible, buff them, then alpha strike your opponents. A few cards I think you should try out Patron of the Akki, Quest for the Goblin Lord, Goblin Lookout, Dragon Fodder, Krenko's Command, Mogg War Marshal, Hordeling Outburst, Beetleback Chief, Empty the Warrens, Hammer of Purphoros, Lightning Greaves, and Door of Destinies.

pinecone2k3 on GOOBLINS

2 weeks ago

Try swapping out Dragon Fodder in favor of Mogg War Marshal. MWM's casting cost (which is the same as DF's) can be lowered by Goblin Warchief's ability. It can be searched for, via Goblin Matron's ability, while Fodder can not. And on the next turn after you play MWM, if you opt to ignore his Echo cost, he still replaces himself with another 1/1 body anyway. Thus, if you have a sac outlet in hand, i.e. Goblin Grenade, you can play MWM, immediately sac it to the Grenade, and he'll immediately replace himself, allowing you to still have the same number of goblins in play as before you cast the Grenade. Not to mention that that extra token coming into play, when MWM dies or gets sacced, serves as another trigger for Impact Tremors.

Tl;dr version: Play Mogg War Marshal instead of Dragon Fodder, because at worst, you'll get exactly the same for the same mana cost, but you may get more for your mana, and it has more interactions with other stuff in the deck.

LordSnow on - Modern Aristocrats -

1 month ago

@DonaldFuck Good question! The deck actually runs great without CoCo. I have never really wished I had it. I think its the big difference between Abzan and Mardu. CoCo wouldn't really speed Mardu up at all, like it would with Abzan. Abzan needs to grow the board-state and win with sacs a bit more than Mardu and CoCo is great for that. But the Mardu build is more aggressive than Abzan and relies on attacks quite a bit more and we have burn for a little extra reach. Our plan is to sneak in a few early attacks with our little guys, preferably Bloodsoaked Champion to soften up the opponent. Mardu also has Mogg War Marshal to help us widen our board a bit more early on than Abzan would be. Then, on turn 4, rather than drop a CoCo, we would much rather drop a Falkenrath Aristocrat and start going for the kill on the spot. Swing for about 4-5 with the haste and then sac the board or bolt them next turn for the win. So basically, we would rather get a big attack in on turn 4 and possibly win with what we already have on the board then just grow the board a little more. Does that make sense?

Anyways, both are great decks. I just prefer the aggressive line that Mardu takes. Any Aristocrat deck is going to be insanely resilient and will go very wide. But Mardu can put on a bit more pressure and starts applying that pressure a bit earlier. Enough pressure to suffocate a lot of other decks.

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