Siege-Gang Commander

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Game Night (GNT) Rare
Dominaria (DOM) Rare
Eternal Masters (EMA) Rare
2010 Core Set (M10) Rare
Duel Decks: Elves vs. Goblins (EVG) Rare
Tenth Edition (10E) Rare
Scourge (SCG) Rare

Combos Browse all

Tokens

Siege-Gang Commander

Creature — Goblin

When Siege-Gang Commander enters the battlefield, create three 1/1 red Goblin creature tokens.

, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature, player or planeswalker.

Price & Acquistion Set Price Alerts

GNT

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EMA

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Siege-Gang Commander Discussion

FenrisBurgess on R/W aggro

4 days ago

triproberts12 on Alesha, Who Smiles at Everyone

6 days ago

This is a sweet idea, and a very unique deck. I don't know much about group hug decks, and I don't know how much EDHREC will help, since the recommendations for the theme will be more geared towards non-red decks, but I can tell you that the one thing you're lacking is a solid end game. The strength of group hug decks is that the hugging isn't really symmetrical. When everyone gets resources from Kynaios and Tiro of Meletis , your deck is better built to utilize the cards and mana. When everyone gets to Show and Tell with Braids, Conjurer Adept , your deck is built top-heavy. If the goal with Alesha group hug is to control the board's big threats, you need to make sure that you have a way to utilize all the minor threats that you build up. I don't think Siege-Gang Commander is going to do it. You could look up combos, such as a way to infinitely recur your Gray Merchant of Asphodel or something with Kiki-Jiki, Mirror Breaker , get tribal and rely on a massive Coat of Arms or Shared Animosity , or you could find a late-game way to leverage your graveyard or the board state, such as Immortal Servitude or Insurrection . Anyway, happy deck building!

hkhssweiss on Infinite combat Radha

1 week ago

Mick-Tis Hmm so far the weakest cards I see are Siege-Gang Commander , Hordeling Outburst , Spore Swarm , and you can probably cut a land and won't miss it.

Barito on Homura Whomura? - Homura, Human Ascendant (EDH)

2 weeks ago

Thanks for the suggestions WhichKing! I have put both Endless Atlas and Price of Progress in my list of cards to experiment with. Gracco thanks for supporting the deck! My idea with Siege-Gang Commander is to sacrifice two of the three goblins created to kill Homura. It is definitely not my preferred method as it costs 4 mana and I lose two of my creatures but it is nice in an emergency.

Rafifian on Goblins

1 month ago

This looks good so far. Aggro creature decks are some of my favorites (looking at you, elves), and this looks like fun. However, there are still some tweaks I would recommend.

DISCLAIMER: I play modern mostly, not standard, but I still keep up with and watch the standard meta. Some of these choices may not be optimal, and they are all my opinion, so take what I say with a grain of salt.

Firstly, the cards I really like:

  • Goblin Chainwhirler: Very good choice. Almost never bad, no matter the match-up, I really like the four-of here.

  • Siege-Gang Commander: I like this as well. Self-propelled burn, pressure, mentor targets: this just fits very well in this deck.

  • Legion Warboss: I think this card in underrated. Especially in this deck that has creatures to be pumped, this fits well. It's just good, immediate, self-propelled pressure. I like the four of.

Next, the choices I think you should modify:

  • Manabase: You do not need 24 lands in a deck with this low of a curve. I think 22 or even 21 would be sufficient, especially with the Skirk Prospector.

  • Goblin Cratermaker: While this is a good card in its own right, I think it's much better suited for the sideboard. Maybe a couple in the mainboard would be fine, but it is a very flexible sideboard card that is good to board in in many situations.

  • Volley Veteran: This card is definitely good enough to mainboard. If you drop Skirk Prospector on one, Goblin Instigator on two, Legion Warboss or another Goblin Instigator on three, and then Volley Veteran on four, that's six damage to face and a 4/2 body for a meager four mana! The thing about goblins is that it's fast enough to avoid most of the early removal other decks may have, and Volley Veteran can likely come down before a sweeper, if they're even running a sweeper game one. That being said, if they do get a sweeper or keep your minions under control, this does close to nothing. Very good when ahead, kind of bad when behind. Consider a couple in the mainboard, just don't get too crazy.

Next, the cards I think you should cut:

  • Squee, the Immortal: This one stands out immediately to me. I think it's just too slow to get by in such an otherwise fast deck. It just makes the deck more unfocused in my opinion, unless I'm missing something (Skirk Prospector combo I think is too slow, if that's what you were thinking.)

  • Goblin Barrage: Put simply, I just don't think this has enough of an effect. One body on the board is worth a lot, and because you have to use this pre-combat for it to be good, that means one less attacking body. Minions are recurring damage, while this is a one-shot four to the face and a creature. Also, it is a little high on the curve and there are cards that do effectively the same thing for a lower cost. Consider running Lava Spikes or other burn instead (I talk more about it below).

  • Rummaging Goblin: Too slow. The goal of this deck doesn't include card filtering, it's just jamming a ton of creatures and swinging face. While I appreciate that this could be good in control or other grindy match-ups, I don't think you need it. There are other, more impactful cards for this, like Experimental Frenzy (see below).

  • Rigging Runner: I don't think this is quite impactful enough to mainboard, and I don't think it's quite flexible enough to sideboard.

Finally, the cards I think you should consider:

  • Experimental Frenzy: One problem fast creature decks have is running out of gas too quickly. One of the reasons I love modern Elves is that you get to run cards like Collected Company, Lead the Stampede, and Chord of Calling so you have less of a chance of not getting in those last few points of damage. I don't know if this is good mainboard, but it could be a really fun (and useful) sideboard card. In games you know are going to go long, you can slap this down and just pop off, given the right opportunity.

  • Some burn/removal: Cards like Lightning Strike, Shock, and Lava Spike could be good additions to the sideboard. All are good in creature match-ups to clear the way for the alpha strike, and the Lightning Strikes and Shocks are good for pressuring planeswalkers or getting that last 5 or so damage.

  • Risk Factor: This card is good in decks that have a lot of early pressure. It offers both burn and gas, depending on the situation, and in a fast deck like goblins, both are almost always useful. While maybe too unfocused for the mainboard, this would be a good choice for sideboard, I think. It is good into control or grindy-er games.

  • Anthems: While slower, anthem effects like Vanquisher's Banner can be very powerful. Vanquisher's Banner is especially powerful because of the card draw effect. Like I said above about running out of gas, incidental card draw is great for keeping this from happening. Also, this very good for dropping on turn five and alpha striking for the win. I would consider maindecking up to four of these.

  • Fanatical Firebrand: It's almost necessary to run four of these in the mainboard. It's early damage and a ping if you need it. Also, one drops are very good for fast decks (every point of damage matters!).

  • Banefire: Good as maybe a one or two of in the sideboard, this will win you games against control. If you rush them down early but they have a sweeper, this will get you your last few points of uncounterable damage.

I hope what I've said is useful for you. All in all, I think you're doing fine with your deck. Just tweak a little (biggest thing is adding removal to the sideboard) and you're well on your way to winning an FNM!

BioProfDude on Legion War(like a)boss

1 month ago

Utinistar267, thank you for the suggestions! Skirk Prospector is actually quite important. It allows casting of higher mana creatures ahead of curve (e.g., Siege-Gang Commander, Goblin Trashmaster). Goblin Warchief is a fine card, but there aren't enough goblins with generic mana costs to make it worth more than a single copy.

Experimental Frenzy is a fun card and can definitely have some impact in a deck like this. It's worth trying. Thank you for the suggestion.

stensiagamekeeper on Standard Goblin Budget Help

1 month ago

The problem is Guttersnipe is almost irrelevant for most of the goblin matters cards like Siege-Gang Commander or Goblin Trashmaster. Still, apart from that there's no reason why you couldn't put Guttersnipe in a goblin deck and just up the spell count with burn spells.

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