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|Duel Decks: Elves vs. Goblins (EVG)||Rare|
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Skirk Fire Marshal
Creature — Goblin
Protection from red
Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.
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Skirk Fire Marshal Discussion
1 month ago
Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):
Burnished Hart - Both, up to a total of 6 basic lands.
Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.
Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.
Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.
Goblin Welder - Both, up to 3 switched artifacts.
Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.
Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.
Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!
Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.
Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.
Skirk Fire Marshal - Both, up to 30 damage to each creature and player.
Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).
Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)
Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.
Scroll Rack - Just Rings, draw 2 times the number of cards set aside.
Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!
Arid Mesa - Just Rings, fetch two lands.
Bloodstained Mire - Just Rings, fetch two lands.
Myriad Landscape - Just Rings, fetch four lands.
Scalding Tarn - Just Rings, fetch two lands.
Strip Mine - Just Rings, destroy two lands.
Wooded Foothills - Just Rings, fetch two lands.
As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.
Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.
Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.
1 month ago
If I put the Collar onto a token, and Ib is out, a creature blocking that token will cause it to blow up because of Ib's ability, dealing 4 damage to that creature. Ib's explosion ability is a sacrifice and then replacement effect, and the sacrifice checks for stats or abilities at the moment the creature was sacc'd. What this means is that that token still has Deathtouch (not normally a big deal, but can be nice for huge creatures), as well as Lifelink, when it explodes. If I have one creature blocking my token, I do 4 damage to the blocking creature, and gain 4 life. Pretty nice, but not at all worth the include of a whole equipment.
Where it really starts to get out of control, is when I can force blockers, either through Nemesis Mask or Invasion Plans. This means that one token is now doing 4 x (number of blockers) worth of damage, and healing for that amount. Just 10 creatures is 40 health!
If Purphoros, God of the Forge happens to be a creature and not an enchantment, I can equip the Basilisk Collar to him and every creature coming in is healing for 2-8 life, depending on how many opponents there are.
I can also put it onto Skirk Fire Marshal. Since he had protection from Red, he doesn't get hit by his own fireball, so he heals for 10 x (number of other creatures + number of players). Since it is Lifelink, the healing and damage are reconciled at the same time, so I wouldn't kill myself even if I was at or below 10 life. This would be different if the effect said "when equipped creature does damage, gain life equal to the damage dealt", because the healing would be put on the stack after all the damage was assigned. If you have enough untapped Goblins, you can also put multiple stacks of his ability on the stack at the same time.
2 months ago
This is true. It is common for players to describe summoning sickness as the inability to attack with or tap a creature the turn it is played. However, this description neglects key details from the actual rules. Here's the more accurate definition of summoning sickness:
"Informal term for a players inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that players control since the beginning of that players most recent turn."
Note that it does not mention tapping creatures by any other means such as in payment of the cost of an activated ability like Captivating Vampire's, Benthicore's, or Skirk Fire Marshal's. It's not really circumventing the rules if they were written in such a way to allow this interaction.
3 months ago
Please link all cards relevant to your question - using the
card: syntax will make sure you don't accidentally link decks or users with the same name: Skirk Fire Marshal
Elesh Norn's ability is a static ability and doesn't use the stack. Because of this, no player may respond until SBAs (state-based actions) have been checked. Those will see a lot of Goblins at 0/0 and put them in the graveyard.
Your opponent's last chance of activating the ability is with Elesh Norn still on the stack, which will deal the damage, but not destroy Elesh Norn.
A creature the suggested play would work with would be Massacre Wurm, which has a triggered ability that can be responded to.
4 months ago
Thanks for the comment, rkjunior! And a lot of these cards have been in and out or have been considered, haha. Great minds think alike, right? I (not too long ago) took out Goblin Offensive and Goblin Rally because of their costs and because ETB generation has more synergy with Panharmonicon.
Goblin Wizard was another sad one I had to give up...as much as I loved that goofy sucker, he just wasn't efficient enough for me. Skirk Fire Marshal and Arms Dealer being similar cases in the sense that they were too self-destructive.
The remaining cards were all considered on and off as well, but just didn't fit as tightly as I would like. Trust me though, I have considered them all at one point! Always good to hear from another Purph player, and thanks again for your comment, friend. Praise be to Purphoros! ;D
4 months ago
Love the deck. I built a budget Purphoros deck during a friends $100 challenge but I'm looking to upgrade it, and this is exactly what I was looking for. While a lot of your synergies were the same as mine, there's a handful of cards I ran and wanted to hear what you thought.
Arms Dealer, Dictate of the Twin Gods, Forgotten Cave, Furnace of Rath, Goblin Lookout, Goblin Offensive, Goblin Rally, Goblin Wizard, Norin the Wary, Skirk Fire Marshal, Smoldering Crater, Valakut, the Molten Pinnacle, Fanatic of Mogis
5 months ago
I know, but with lifelink on Skirk Fire Marshal I would survive his ability while Repercussion was out. This is what I was talking about, heh. I'll take a look at your Krenko build. Thanks for the input!
5 months ago
You're right. Wake is more of a sideboard card.
As far as Goblin Offensive and Goblin Warrens, I have 3 mana doublers, resolving Offensive under the right conditions (ie: Purphoros, Goblin War Strike, haste, Mob Justice etc etc) can win the game out of no where and even if it doesn't it is a nice surprise attack. Skullclamp, I try to have a couple sac outlets when I play this.
I was thinking,
look at Zo-Zu the Punisher, Skirk Fire Marshal, Siege-Gang Commander, and Goblin Sharpshooter and then look at Basilisk Collar, particularly the lifelink. Maybe there is a smarter way to abuse such an interaction. Do you think it would be safe to run Repercussion? More artifacts like Loxodon Warhammer perhaps? The Warhammer plays two roles in this case, gaining life with the Fire Marshal and getting guys Warren Instigator through.