|Commander / EDH||Legal|
Printings View all
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
Whenever a creature you control with power 2 or less attacks, Raid Bombardment deals 1 damage to defending player.
Price & Acquistion Set Price Alerts
Raid Bombardment Discussion
3 weeks ago
I went and played in a Pauper tournament todat at my LGS. Today, was my first time playing the deck. I found that when I was able to get Mogg War Marshal on the board I was able to win because of the overwhelming amount of goblins. I want to bring more token production in the deck. I am looking to add Goblin Instigator Impact Tremors Raid Bombardment Dragon Fodder and Krenko's Command. I am not sure sure how many to add of each and what to remove? Recommendations?
1 month ago
Also, your card count comes out to 99 including Ib, so you have an open slot!
1 month ago
They tie closely together because they go on the stack at the same time, so as long as a Goblin is a 2/2 or less before attackers are declared, it doesn't matter if you attack with 20 Goblins and each one is a 21/2 because of Shared Animosity, Raid Bombardment still procs as well because at the time the trigger resolves Shared Animosity hadn't. To make sure I hit the hardest I can, I have sometimes sacrificed a Goblin Chieftain or a Goblin King to make sure Bombardment gets to proc. Even if I get chump blocked or fogged I still get a lot of damage through. The fact that we get another lord, and he can sacrifice himself to himself to make sure I get under the threshold for Raid Bombardment is fantastic. I still can't get over how good these two new Goblins are!
Unfortunately I don't have any recordings of this in action, although I've always wanted to get it going on MTGO. I do have a GoPro though, so maybe I can convince some of my friends to play a game with me.
5 months ago
Here are some suggestions, in no particular order:
- Cathartic Reunion
- Wild Guess
- Angelic Purge
- Oblivion Ring
- Journey to Nowhere
- Raid Bombardment
- Swirling Sandstorm
- Judge Unworthy
- Marshaling Cry
- Basilica Guards
- Aura Blast
- Needle Drop
The cantrips shouldn't necessarily go into the deck but I think they're good value for being so cheap to cast. I'll post some more when I think of them
5 months ago
Some suggestions for you that you might be interested in:
Raid Bombardment - This will act similarly to Orcish Oriflamme, should always trigger on each of your tokens provided you sequence your anthem buff spells correctly, and does the damage directly to get around blockers / fogs.
Flame Slash - Strictly better than Boulder Salvo.
Guardians' Pledge - Pretty good anthem effect, possibly situationally better than Rally the Forces or Rally the Righteous.
Aftershock - This one may be too cute, but, short of doing a ton of damage to something, you don't have a way to outright destroy a creature. This does that, and will trigger the commander, too. It may be better to just run Oblivion Ring, but I've found it to be very useful.
Chain Lightning - More flexible than Lava Spike. Can trigger Blaze Commando more than once if your opponent messes up (never send a chain lightning back if the caster has RR open ;) ). Actually, in paper, it costs less $$, too!
6 months ago
Jimmy_Chinchila: Thanks Jimmy!
I will go through the suggestions one by one, but most of the answers are because of CMC.
Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.
Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.
Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.
Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.
Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.
Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.
Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.
Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.
Thanks a lot for your suggestions!
8 months ago
KillJoyChief: It is a ton of fun to play!
I spent a lot of time working on finding a balance of buffs that didn't make me leery of sacrificing Goblins. I think the biggest things that helped with that was Raid Bombardment and Shared Animosity. Goblin Chieftain and Goblin King do a good job of making a few tokens feel more impactful, but Bombardment and Animosity manage to do it without making them feel indispensable.
I'm really happy with where the deck has ended up, as it is really rare that I don't have a huge impact on every game, even the ones I don't win.
9 months ago
Goblin Bushwhacker definitely fits with your scheme here, consider replacing wardrivers or a chieftain for some since it is either cheaper or gives haste. Mogg Fanatic used to be a staple until they changed the rules for combat damage/activated ability stacking, but still worth considering since you can sac at will unlike arsonist if you don't draw a goblin grenade.
Quest for the Goblin Lord might be a great 1 drop for you since you will stack it up quickly. Alternatively, you could build Raid Bombardment and make sure not to kick your goblins above 2 damage, then blocking a ton of tokens won't really matter.
If you plan on keeping chieftains in, perhaps consider replacing some with Goblin Rabblemaster. It gets a less powerful piledriver style buff while pumping tokens which will help feed your overwhelm.