Creature — Goblin Warrior
Bloodrush R, Discard Skinbrand Goblin: Target attacking creature gets +2/+1 until end of turn.
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Skinbrand Goblin Discussion
3 weeks ago
9 to 2.0
Out: Skinbrand Goblin, Bloodscale Prowler, Burning-Tree Shaman, Gristleback, Ghor-Clan Bloodscale, Scab-Clan Charger, Scorchwalker, Gruul Scrapper, Ghor-Clan Savage, Streetbreaker Wurm, Disciple of the Old Ways, Forest.
In: Hellraiser Goblin, Indrik Stomphowler, Lobber Crew, Maze Rusher, Molten Primordial, Silhana Starfletcher, Sylvan Primordial, Wild Beastmaster, Wurmweaver Coil, Five-Alarm Fire, Breath of Fury, Aerial Predation.
5 months ago
Pyrewild Shaman, Skinbrand Goblin aren't good in this deck, though they do combo well with Zada, Hedron Grinder, but that would be a different deck to this one (fyi: Zada, Hedron Grinder + Goblin Grenade doesn't work. Sacrifice doesn't target, nor would it copy grenade).
And I am not a fan of Goblin Rabblemaster, as he always forces me to attack, evem when it's not advisable.
5 months ago
I found a bunch of cards that might interest you:
Frenzied Goblin has obvious uses, and is a great counter to slower decks, Goblin Heelcutter stops blockers, but also can trigger/retrigger Foundry Street Denizen and Reckless Bushwhacker, Goblin Rabblemaster is good for increasing the size and speed of your army, Goblin Wardriver for damage, Pyrewild Shaman or Skinbrand Goblin to boost existing goblins or play regularly, Tuktuk the Explorer alongside Goblin Grenade for a nice 4 mana combo, Warren Instigator for speed, Zada, Hedron Grinder + Goblin Grenade= death storm, and Coat of Arms, which is slow for this deck, but can give each goblin a major boost.
Sorry that the list is a little long, but I hope it helps! <3
1 year ago
Borborygmos Enraged: Turn lategame lands into advantage
Chaos Imps: Huge Flier
Chromatic Lantern: Best Mana Fixing
Death's Presence: Capitalize on Big Creatures
Explosive Impact: Removal
Giant Growth: Combat Trick
Glaring Spotlight: Lethal Swing
Hellkite Tyrant: Big Flier
Maze Behemoth: Gives Commander Trample
Mizzium Mortars: Board Clear
Molten Primordial: Removes big blockers, gives additional attackers, and can act as removal
Rogue's Passage: Gives creatures unblockable, like your commander that has to keep attacking
Skarrg Goliath: Combat trick that kills defenders and players
Sylvan Primordial: Ramp and Enchantment/artifact/planeswalker/land removal.
Thespian's Stage: With being limited to RTR lands, why not get out of set lands?
Utvara Hellkite: Wins games on its own
Viashino Shanktail: Firststrike Combat trick (also called SHANK tail)
Weapon Surge: Combat trick/mass combat trick, turn trades into chumps
Worldspine Wurm: 15/15 that spawns 5/5's
Wrecking Ogre: Combat Trick Doublestrike
Bomber Corps: Doesn't do much, the battalion isn't reliable, and ping isn't useful
Experiment One: your deck doesn't spam creatures with ascending power/toughness.
Foundry Street Denizen: Doesn't do much of anything, wasted slot
Spire Tracer: 1/1 faux flier doesn't help
Skinbrand Goblin: small combat trick, weak creature
Gatecreeper Vine: defender in an aggressive deck that searches out a single card in deck
Skullcrack: a useless card, even for an aggressive deck, burn is used for creature removal
4x Mountain: Too many lands
5x Forest: Ditto
Mending Touch: Regen isn't worth a card
Pyroconvergence: too expensive, Shocking on multi-color doesn't help much
Skylasher: counters a single faerie a turn, doesn't do much else
Tablet of the Guilds: lifegain doesn't matter, wasted slot
Gruul Charm: doesn't do anything
Hellraiser Goblin: Gives all creatures haste
Racecourse Fury: gives any creature haste
Seek the Horizon: Ramp
Street Spasm: boardclear
Tower Defense: anti-fliers if you are concerned about that
Zhur-Taa Ancient: ramp for all, also really cheap big guy