Mogg War Marshal

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH 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
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.

Price & Acquistion Set Price Alerts

EMA

MMA

EVG

Ebay

Recent Decks

Mogg War Marshal Discussion

lagotripha on Thuds 4 Life

4 days ago

The best way to get this working well is to remember your curve and gameplan- without the stabilisation tools that most other tribes enjoy, goblins will usually try and race the opponent, finishing out with grenade and lightning bolt. Its tried, tested, and enough cards have been printed to support that plan that it runs smoothly.

Running matsterwork into Thud as extra goblin grenades is a strong option- no problems with that- it just needs a stronger creature plan to support it.

You really only have 4 1-drops maindeck (the firebrands) so turn 1 plays will be awkward- wardriver and fodder are decent 2 drops, but most of your creatures start the 'go wide' plan in the 3-5 drops slots, and only have haste by virtue of Goblin Warchief. This is gonna be awkward, because this is usually the point where the board gets reset by a Damnation or Sweltering Suns. You should look at masterwork into thud as a 4 drop too, as it really needs your creatures on the board to function.

Boggart Shenanigans is a cute card, but its usually a worse Impact Tremors. It does have its place (hello there Skirk Prospector/Enduring Renewal) but only playable as a redundant combo piece.

I'd look at doing the traditional goblin thing and dropping your curve, focussing in on Foundry Street Denizen, Mogg War Marshal, Goblin Instigator into Goblin Chieftain. This will give you a lot more early game damage, and help immensely with consistancy.

lagotripha on $30 for 30 minutes - Mono Red Devotion

5 days ago

This is a surprisingly decent list- but the big thing for budget lists at FNM- SIDEBOARD.

You don't have to grab staple sideboard tools- the more budget your list, the more powerful a transformative sideboard becomes. Changing from red devotion where you want Leyline of Sanctity asap to a Raid Bombardment/Mogg War Marshal tokens list is very powerful, and the flexibility of just saying 'oh, I'll run these 15 cards instead of (all my spells, all my creatures, half of each) is strong.

It also lets you plan out sideboard tools so that some can sit mainboard- Ash Zealot and Harsh Mentor provide seven slots mainboard that can be smoothly swapped for more spells, more creatures, different hate depending on what you need, and planning that out can have immense benifits.

There are lots of options- and finding cards that can flex into a second list with 15 swaps is suprisingly a lot simpler than it seems- just look for cards that are hit hard by spells your opponent will sideboard out so you can swap them in. eg; they ditch their high CMC answers/enchantment removal for more road blocks while you swap to a Goblin Assault/Curse of Stalked Prey list.

Cards to look at - Satyr Hoplite Firebrand Archer, Five-Alarm Fire, Foundry Street Denizen, Fractured Loyalty, Markov Blademaster etc.

Good luck, and happy brewing.

Skullion123 on Gobo-Focused Krenko

1 week ago

Add:

  • Burn at the Stake: Great win condition for decks where you have boatloads of creatures.

  • Blasphemous Act: Boardwipe for if things get out of hand.

  • Goblin Recruiter: Great tutor for goblin decks.

  • Coat of Arms: Turns all of your goblins into very large creatures that usually wins the game unless someone deals with it the turn you play it.

  • Shared Animosity: Another great way to win games.

  • Vanquisher's Banner: Lord effect for your goblins and a card draw engine. Definitely a plus.

  • Chaos Warp: Arguably the best red single-target removal spell in the game.

  • Hammer of Purphoros: Haste enabler, and allows you to do something with the extra mountains you no longer need during late game.

  • Goblin War Strike: Win condition for some games.

  • Ogre Battledriver: Haste enabler that also buffs your creatures.

  • Battle Squadron/Reckless One: Another win condition. While the haste on Reckless One is nice, I would recommend Battle Squadron due to the deck not having any other answers to flying creatures besides burn spells, and it'll likely have haste anyway from the many other haste enablers you have in the deck.

  • Massive Raid: Targeted creature or player removal.

  • Reverberate: Used to copy someone's win condition, or copy an opponents counterspell to counter their counter. All-around great card, very versatile.

Drop:

  • Mogg War Marshal: Not a bad card, but you already get a bunch of 1/1's from Krenko. There are just better cards to have in your deck.

  • Beetleback Chief: Same reason as Mogg War Marshal.

  • Grenzo, Havoc Raiser: Doesn't really synergise with what the rest of the deck is supposed to do.

  • Sparksmith: This is a fun card for obvious reasons, but will also likely get you killed.

  • Buried Ruin: You don't have enough important artifacts for this to be necessary.

  • Hellraiser Goblin: There are better haste enablers without the drawback of forcing you to attack.

  • Coldsteel Heart: Goblins don't really cost a lot of mana, so you likely won't need the ramp. That, and this is pretty slow as far as ramp goes.

  • Goblin Chainwhirler: This is a terrific card in standard, but not neraly as much in EDH. Unless your playgroup meta has a lot of creatures with one toughness, this card isn't going to do much.

  • Snow-Covered Mountain: Is there a reason you're running these over regular Mountains? If not, the hefty price tag on these lands is why I'd choose to stay away from these. Edit: I just saw Scrying Sheets. If this is your only reason for snow lands, I don't think it's really necessary.

  • Mutavault: While this does help somewhat, it's not by that much. It doesn't help your deck enough to be worth the $12 price tag.

  • Squee, Goblin Nabob: Unless you play against a lot of discard-oriented decks, this doesn't do a lot to help you.

  • Red Elemental Blast/Pyroblast: Unless you play against a lot of blue counterspells, I would drop this for some better components. There's a specific card later on I wold replace this with anyway if you're having issues with your stuff getting countered.

  • Commander's Sphere: While the ramp and card draw is nice, you don't really need it. Your goblins don't cost a lot, and the card draw is pretty minimal.

  • Foundry Street Denizen: This would be an extremely good card if it had trample. Unfortunately, the lack of trample, and the rather low toughness of 1 means it will likely just get trump blocked by some tiny creature your opponents control and die.

lagotripha on Stunt Driver

2 weeks ago

First up, flat improvements.

Elvish Mystic - more cheap dorks is great if you want consistancy. They'll even spook your opponent into playing around Elvish Archdruid. If you want to run a lot of 5 drops you can also look at Pentad Prism.

Temur Battle Rage outperforms Ghor-Clan Rampager in every deck I have tested it in.

Abrade does everything strike does, but it kills Ensnaring Bridge too. (also, that price has ticked up- look for standard played damaged as it rotates out).

When you don't have Lightning Bolt, there are alternative burn spells- especially in the 2 drop slot. Roast does a good job clearing out creatures. Fling (and its little brother, Thud) is devastating. The scry2 on Magma Jet is very powerful in budget decks, especially when you're frantially digging for that last point of damage. Searing Blaze can put in work.

As for alternative creature choices, things like Keldon Marauders hit like trucks in bushwhacker lists. Hidden Herbalists sometimes sees play in Burning-Tree Emissary lists alongside bushwhacker, but demands a fetchland most of the time- which is less than budget-friendly. Token generators like Dragon Fodder, Mogg War Marshal and Goblin Instigator are amazing in 8-whack lists. Skirk Prospector can back that up to power out some surprisingly resilient red and green 5 drops- of which there are too many to count, but Samut, Voice of Dissent and Stormbreath Dragon are particularly notable. Haste is very strong on a decent body, and there are lots of cards that offer it.

Bad news- costing 1 mana is mostly just lightning bolt's thing, and it defines the format. In paper, keep an eye out for damaged white border copies- they're playable sleeved, and way cheaper, and you will play them in the future.

Skullcrack or Atarka's Command are basically mandatory for decks that lose to Feed the Clan and friends. Sometimes you can make Flames of the Blood Hand work- you should have the mana to support it. If you're always going to race a deck that has lifegain, your sideboard cards should stop them gaining life, be it Everlasting Torment or Rain of Gore style (should you be looking at a longer, grindier game), there are options if you search them out.

Most of all, have fun. A lot of the most optimised decks are boring- if you love a card, play it. I still run Incandescent Soulstoke ramp at FNM sometimes. Sometimes it even wins.

VarietyBlack on Crappy Mountains/Swamp

2 weeks ago

I'm a sucker for themed decks, and while you may not know it, you've got the foundation for one in Bogbrew Witch, Bubbling Cauldron, and Festering Newt. Running a full 4 copies of the witch and the cauldron will allow you to take advantage of them more often. Also, 4 copies of Supernatural Stamina lets you recur Festering Newt for more shenanigans.

Viscera Seer is a great scry card, letting you set up your draws at the cost of sacrificing a creature.

Zulaport Cutthroat, Blood Artist, and Mogg War Marshal are 2-drops that benefit you when they die, which means they combo decently with your cauldron and the Viscera Seer card I mentioned above.

Cast Down and Vicious Offering are great cheap removal spells; Fatal Push is best if you decide to build something sacrificial.

I love the combination of Cemetery Recruitment with Lurching Rotbeast. That's 12 cards worth of card draw over the course of the game. Adding some Zombies to take advantage of Recruitment isn't bad.

Sorry. I know these are a lot of suggestions. These are what came to mind when I saw this.

ZBRMusic on Keld Goblins

2 weeks ago

Yeah, it's an all-in deck and it flat out loses if you haven't won by turn 4. :)

Goblin Heelcutter is a weaker card in many matches, but when it shines, it's fantastic. I haven't got any Goblin Chainwhirlers for the deck yet, so that's why it's left out and the reason I choose Mogg War Marshal over Burning-Tree Emissary is the synergy with Foundry Street Denizen, where the marshal gives an additional trigger the turn after it comes into play. It's also better against a sweeper if you pay the echo cost.

So far, I've won 2 FNMs with this build :)

lagotripha on The Butcher

3 weeks ago

I really like this list.

Mogg War Marshal or Mardu Ascendancy might be interesting, as might Goblin Rabblemaster, but the list needs no changes- its just personal preferences if someone tweaks this.

robinsonzj32 on Help with Quest Goblins??

4 weeks ago



Above is the link to the deck. Its meant to be a mid-range deck. It has potential to end by turn 4 with Quest for Pure Flame but the idea is to be able to get wins later if your opponent stops you early using Shrine of Burning Rage I know its not a true burn but its fun and exciting. It uses goblins for big goblin grenades. Also Mogg Fanatic , and Mogg War Marshal and Tuktuk the Explorer are great blockers to get me to a later stage in the game. Tuktuk also loves goblin grenades. Keldon Marauders is to tick quest for pure flame, just as well as Needle Drop . It feels pretty good play testing but there are a few things I am considering adding to the deck. In the maybe board I have to copies of Gideon of the Trials I figure he could be a great way to stall out the game for those matches that last a little longer than I want. Giving me time to ramp a big shrine or collect some more burn cards. The other thing Im considering is Matter Reshaper I figure he can be a nice blocking body and damage threat. If he dies I can cheat out other goblins for grenades or damage. Otherwise he is a two card value if I draw a burn spell on him. Plus between Matter Reshaper, Mogg War Marshal, and Tuktuk The Explorer I can keep bodies on the field forever. Gideon seems to be an easy cast with the mana base. Matter Reshaper I would have to have a rugged prairie on the board. What are your thoughts. Can I make either of these cards work and what should I replace if I do so?? Are they worth it? Are there any other changes you may suggest?

Load more