|Commander / EDH||Legal|
Printings View all
|2010 Core Set||Common|
|Duel Decks: Elves vs. Goblins||Common|
|Beatdown Box Set||Common|
|Classic Sixth Edition||Common|
|Portal Second Age||Common|
Combos Browse all
Creature — Goblin Berserker
Haste (This creature can attack and Tap as soon as it comes under your control.)
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Raging Goblin Discussion
4 days ago
Zada, Hedron Grinder, Raging Goblin, Monastery Swiftspear, Goblin Spelunkers, Goblin Charbelcher, Sword of the Paruns, Howl of the Horde, Hamletback Goliath, Burst Lightning, Collateral Damage, Shock, Searing Blood, and Spark Jolt.
These are the weakest cards in the deck. Zada lacks any synergy in this deck making him a 3/3 goblin for four mana which is a very poor card. Raging Goblin and Swiftspear don't really do enough for commander. Goblin Spelunkers is just a low quality card. Charbelcher, Paruns, Howl, and Hamletback are all decent cards but are a bit too mana intensive for this deck. The rest are single target burn spells and these are very weak for a few reasons. In commander you will have more than one opponent and each will start with 40 health so you wouldn't be able kill them with burn spells alone. Also creatures tend to be bigger in size, so 2-3 damage isn't always enough to kill anything important.
1 week ago
hmm. hmm. looking it over this deck is pretty solid. just missing one or two things but they very minor. I would include a Goblin Chariot, Raging Goblin, and an Outpost Siege. and if I had to add one more? a Dogpile. but overall this deck is fairly solid. +1
1 week ago
In all honesty I'm not certain that Harsh Scrutiny and Duress are up to speed if you're playing aggro. I get the benefits, but you want to pump out creatures quick and hit with them before your opponent gets the chance to stabilise.
Consider Blightning instead of Rakdos's Return. It's at about 0.70 a piece right now and for CMC 3 you get 3 damage and 2 discard instead of just a value of 1 for X meaning 1 damage and 1 discard. Blightning is more cost-efficient and especially in aggro you want to hit hard and fast, not wait until you can pump up your spell to X=6 or 7.
I run a similar list and included Alesha, Who Smiles at Death and some extra unleash creatures such as Gore-House Chainwalker. The second fits the hell theme quite well, and should it be dead, attack with Alesha, tap two black mana and you've got an extra 3/2 swinging out from your graveyard. Of course she can bring back the Gifted Aetherborn as well for a sudden deathtouch getting in for 2.
Another 2-drop to consider is Ash Zealot for both first strike and haste, and depending on who you play against some great graveyard hate, but even without that this is a nice hitter for turn two.
1 month ago
Happy i could help :)
Kitchen Finks is a great card and the perfect creature for your needs. Eternal Witness is just as fitting, but limiting yourself to 1-2 copies seems right, since drawing too many of them can be become awkward with nothing meaningful to return. It's just a 2/1, so its ability really has to deliver. Unfortunately, Eldritch Evolution exiles itself upon resolution. (However, there are matchups where it's quite powerful to have Eternal Witnesses returning eachother in a loop whenever one of them dies. But those matchups are too infrequent to justify more than 2 copies in my opinion.)
As for other 3-drop creatures to sacrifice, i am not really sure what the best options are for your colors. Troll Ascetic is a good card for sure, but usually you don't really want to sacrifice it. Wolfir Avenger and Yasova Dragonclaw i'm not a big fan of, both require quite a bit of mana, otherwise they aren't all that great. Carven Caryatid is good if you sacrifice it or not, but such a defensive creature unfortunately doesn't fit well into your strategy. Tuktuk the Explorer can be insane if you can make him die, otherwise it's a 3 mana Raging Goblin. Goblin Ruinblaster seems really good, but it usually requires 4 mana. Rishkar, Peema Renegade, Borderland Ranger or Filigree Familiar might be okay, with the Familiar being the best of the three in my opinion.
As for 5-drops, i like the dragons and Thragtusk a lot, Blitz Hellion i don't have any experience with so i can't judge it, but Urabrask the Hidden isn't quite on the same level as the others i believe. An interactive card like Acidic Slime might be better, since that solves problems the other cards can't handle (like Ensnaring Bridge or Oblivion Stone). A total of 8 five mana creatures seems okay, but i would rather go down than up in number.
Maybe you could fit a Kessig Wolf Run into your mana base, it's quite a nice mana sink. 22-23 lands total seems right though.
I think i would sideboard Forked Bolt to beat aggressive decks, Ancient Grudge against Affinity etc, Magus of the Moon to punish greedy mana bases, and Burning-Tree Shaman to shut down some combo decks.
1-2 Reclamation Sage and the Thragtusk can definitely stay in the sideboard, and Loaming Shaman and Guttural Response can be good tools as well, the other cards i don't think you really need.
1 month ago
ah. a goblin war party commander style. as a fellow goblin lover here are a few suggestions for you.
Goblin War Drums: gives attacking creatures Menace which makes them harder to block.
Berserkers' Onslaught: gives attacking creatures Double Strike for double the pain (and fun)
Raging Goblin: having the first attack always helps.
Goblin Chariot: same reason.
War Horn: nothing wrong with an extra +1/+0 when attacking.
Goblin Chirurgeon: wouldn't want to lose your best creatures so quickly so save them by sacking another creature to regenerate them.
Goblin Kites: they can fly! they can fly! they can fly! oh wait.....no they can't.
1 month ago
Raging Goblin is really meh as a creature. try Legion Loyalist instead. can give you haste as well with an extreme upside if you attack with 2 or more goblins which isn't hard if you're trying to flood the board. Goblin Grenade over Fling would be amazing in this kind of deck. 1 less mana to deal 5 damage. it's a sorcery, but it's so good with goblins. Goblin Piledriver is also amazing if you're going all out with goblins.
2 months ago
I think you can ditch two of the Forests. 24 lands is pretty normal and typically provides all the mana you need.
One thing to think about is your mana curve. If you look at the "Mana Curve" infomatic on this page, you'll note that you have very little that can be played on Turn 1 and 2. So let's do a thought experiment and look at your potential plays.
On your first turn, you drop a Mountain... but then there's literally only 3 cards out of your whole deck you can cast, which are your copies of Wild Slash. The odds of you even having one in your opening hand are only 28%, and there won't be much productive you can do with them. What's scary is that this is still the best first turn: if you play a Forest instead of a Mountain, you now have 0 spells in the deck that can be cast first-turn. (So, please, make sure you play a Mountain first. ;D)
On your second turn you have one of 4 creatures you can play (Heir of the Wilds, Whisperer of the Wilds or a 1/1 Mistcutter Hydra), and only a 36% chance of even having one of them in hand. You also have Roast and Magmatic Chasm, but none of them are spells you really want to play on Turn 2 because you aren't going to get optimum value out of them.
Finally it's Turn 3 and you can start doing a lot, especially if you got Whisperer of the Wilds out... but what did your opponent do by Turn 3? Probably "4 damage at minimum" (swing with a 1/1 on turn 2, swing with the 1/1 and a 2/2 on turn 2). If s/he's being really aggressive, it might've been more like "8 damage". If the deck is optimized, it could be "Win the game -- not necessarily by doing 20 damage in 3 turns, but by getting so far ahead that you can never catch up." My friend's $40 Aura Swap Whimsical deck can do that, though he has to have a perfect hand to do it. My wife plays a Green Modern Pauper Ramp deck that can do the same for $15! And yes, these are decks we could be bringing to Friday Night Magic.
I know that you probably haven't been thinking about it in terms of math, at least not the way I'm explaining it. That's okay. You're just starting out, and Magic is a complicated game. I only started thinking about it this way in 2014, a good nineteen years after I entered this game. So don't beat yourself up about it. =)
But, if I were you, I'd make sure in future that you have at least 8 CMC 1 spells in your deck, most or all of them creatures, and at least 6 CMC 2 spells. The cards you'll put there will be, well, boring -- they won't have fancy abilities, they'll just be 1/1s for or that maybe have Haste (Raging Goblin) or maybe ": Add to your mana pool" (Elvish Mystic) or maybe only have flavor text (Mons's Goblin Raiders). But they'll help you not waste your first and second turns. And wasting a turn is the absolute last thing you ever want to do.
Hope this helps and isn't too intimidating. =) Good luck, and may you draw well!
2 months ago
Alright, so I have a few pieces of advice over here. I like Krenko a lot, and the general idea of the deck, but it has quite a few issues. First off, you're running way too many one drops, most of which are pretty bad, while opting out of quite a few excellent ones. The same is true of your two drops as well, to be honest. Creatures like Frenzied Goblin, Raging Goblin, Mudbutton Clanger, and Goblin Shortcutter are just flat out bad. Meanwhile, you're not running some great one drop choices like Foundry Street Denizen, Skirk Prospector, or Goblin Recruiter. EDH is a much slower format, and you cannot run nearly as many one, two, or three drops in it as in other formats. Also, your deck has far too few lands and no mana rocks. Even an aggressive EDH deck should have at least 35 lands and mana rocks total, maybe more. Finally, you just have way too many creatures overall. I'd cut down on the total creatures, especially the lower end of your curve, and add in removal and card-advantage tools, which you have almost none of. Chaos Warp, Outpost Siege, and Lightning Bolt are missing, and on the token generation side, Empty the Warrens.