Rise of the Hobgoblins
When Rise of the Hobgoblins enters the battlefield, you may pay (X). If you do, put X 1/1 red and white Goblin Soldier creature tokens into play.
(R/W): Red creatures and white creatures you control gain first strike until end of turn.
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Rise of the Hobgoblins Discussion
1 month ago
I was looking into some other cards for you. Anafenza, Kin-Tree Spirit is a soldier and bolsters a creature, so that's nice. Benalish Commander has suspend and gives you tokens for each counter you take off. Brimaz, King of Oreskos is a 3/4 for 1WW that creates Cat Soldiers when attacking or blocking. You could also run Decree of Justice for the cycle effect. Knight-Captain of Eos can help you fog the battlefield. Militia's Pride adds tokens whenever your non-token creatures attack. Mobilization is a simple Soldier Generator. Precinct Captain is a 2/2 for WW with First Strike and creates tokens when they damage opponents. Rise of the Hobgoblins is a two cost enchantment where you can trigger an X cost for that many RW goblin SOLDIERS, which works with your theme, as well as paying RorW for your RW creatures to get First Strike. Twilight Drover could possibly help you out when loosing tokens, by making MORE tokens, though Flying Spirits.
Legion Loyalist is a 1 drop that will bolster your troops with First Strike, Trample, and your creatures can't be blocked by tokens if 2 or more creatures attack with it.
Feldon of the Third Path could help you with ETB effects if you have creatures in graveyard. Flamerush Rider can also help out doubling creatures that are attacking that also put tokens into play when they ETB.
All in all, I think that you could cut into some enchantments and artifacts some more to add more token generation and creatures, as what your deck really wants to do, as well as dropping your mana curve a bit more.
2 months ago
@Ocheyo I understand about Primal Vigor and Mass Hysteria helping others. But that only happens rarely and I still get the greater benefit. It allows me to easily drop 5 tokens which turns into 10 tokens, and they all swing for 30 damage with cheap haste. Urabrask the Hidden is to slow. Naturally I would only cast Mass Hysteria when it is most advantageous to me.
Rise of the Hobgoblins is not there for first strike, that is a bonus. It is a decent spell for flooding the board with tokens. At 7 mana I get 5 tokens potentially doubled and potentially with haste. I will look into Tempt with Vengeance. Seems decent, but it goes against your previous comment about Primal Vigor and not wanting to help people.
@kykymonster Warstorm is way to slow and does very minimum damage. Purphoros, God of the Forge is much cheaper and hits every opponent instead of just one as well as it does more damage overall.
Thanks for the great suggestions !!
2 months ago
I personally would pull Primal Vigor and Mass Hysteria first, since I don't like to run cards that help everyone outside of group hug or decks trying to leverage politics. Urabrask the Hidden is a good option for giving the whole team haste.
I am also not a fan of Rise of the Hobgoblins, Tempt with Vengeance is a good one off for tokens, especially if Purphoros, God of the Forge or Champion of Lambholt is in play, and I feel that first strike is more of a non-factor.
3 months ago
I here ya. I'd still run Rise of the Hobgoblins though if your deck can spare the space. Having an army of potential first strike tends to keep people from swingin your way. Good luck with the build!
3 months ago
3 months ago
Hey, cool deck! I was looking through some Basandra, Battle Seraph decks for ideas for my own when I came across this one.
Two things jumped out at me as I read through- first was that I don't think Angel of the Dire Hour works with Basandra, because Basandra keeps you from casting spells during combat. Second was the inclusion of Nahiri's Machinations and Rise of the Hobgoblins; I haven't seen those anywhere else, and they're really cool!
Best of luck with the deck!
3 months ago
Cut bump for more grenade if you can, although it is a cheaper Lava Spike. Running no black spells like Terminate in the sideboard mean the colour is pretty much not needed- spike jester is super fun, and I'd love to see lorwyn stlye Frogtosser Banneret/Boggart Mob/Scout's Warning type shenanigans but I feel like the concept needs some work- what are the key interactions and cards that make those colours neccesary? Fatal Push? Disenchant? Rise of the Hobgoblins/Mardu Ascendancy? It just feels a little thrown together, untested. Some of this is purely dedicated to rushing an opponent, and others to a more midrange strategy, but those parts haven't been chosen to work together. The card draw from a Phyrexian Arena would likely let you last better into the midgame than 3-4 turns spent protecting krenko from Path to Exile, especially running a little more lifegain from helix. Siege-Gang Commander would provide some spot removal for affinity and similar, and Voracious Dragon would let you close out a game if you can protect a board of goblins.
If you have failed to close out a game with a burn deck, that usually means you need a 'boom, I win' type card rather than one that grows over time, and anything that plans on growing over time needs to be removal-resistant. Cards reliant on your opponent not having wiped you are inadvisable, as are cards that trade 1-for-1 in these higher slots.
4 months ago
No plans for a token army, just brainstorming. A strong theme in this deck is cards with multiple functions, one of them being as a wincon that can basically come out of nowhere. Rise of the Hobgoblins fits this pretty well, given that it's main function is to give Queen Marchesa first strike, and would usually be used for that, but being able to drop a bunch of 1/1s that could also be given first strike would have uses at times, even if just for swarm blocking. That being said, I am not sure it would always pay off, and may at times be a dead draw. I think I may try Archetype of Courage, though. It does seem interesting with a deathtouch army. Even with a single deathtouch blocker, it may affect decisions. I often have to decide how much I want to take out an attacker, since Queen Marchesa is usually sitting there, and blocking with her means I can take out one attacker amongst whatever is aimed at me, but she often gets killed, too. With Archetype of Courage, I get to keep her, and try again next round to take out the next best thing. Even when I can't block all of an attack, this could shift the cost-benefit analysis toward not attacking me. It could be another card similar to Duelist's Heritage. A subtle Rattlesnake, turning a decent and guaranteed 1 for 1 into a bloodthirsty attrition machine. People don't like attrition, and may just avoid it. A drop followed by Queen Marchesa on turn 4 for a hasty attack that will take out any blocker seems pretty good, and can make going aggro with Queen Marchesa (something that I am discovering is a very viable option, especially in 1 on 1 games) much easier. Interesting thought.