Skirk Fire Marshal

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Goblins (EVG) Rare
Onslaught (ONS) Rare

Combos Browse all

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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Recent Decks

Skirk Fire Marshal Discussion

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician

1 month ago

The big changes recently...

Siege-Gang Commander out for Beetleback Chief: Just trying to cut down the CMC a bit more, plus I never get to use the second ability of SGC anyway.

Wheel of Fortune out for Memory Jar: I've been going back and forth on this for a long time, and I finally decided to do it after a string of bad luck with Wheel. Wheel is amazing normally, and I don't know if it is just the deck or my meta, but 9 out of 10 times I play it it ends up going worse for me. Worse yet, I found myself holding onto it and not casting it. Memory Jar allows me to get the effect, I don't have to pitch my original hand if I have a good one, and any benefit to opponents is short lived. Being able to recur it is a huge plus also.

Crawlspace out for Meekstone: Much more effective, and the impact on this deck is minimal (Krenko, Chancellor, Purphoros, Urabrask). I will miss the art though!

Kindred Charge out for Chancellor of the Forge: This change may not stick, or I may just bring Charge back in in addition to the Chancellor, but I tend to have better luck with this effect as a creature than I do with a sorcery. Not losing the new tokens at the end of turn is great too.

Aggravated Assault out: I originally added this because the deck felt one turn away from winning very often at the end of a game someone else won. I figured getting more combats in, or the...14 card infinite with Krenko, Mob Boss and Skirk Prospector was fun if I ever managed to get it off. Ultimately, drawing deeper into my deck more results in a lot more consistent wins.

Basilisk Collar out: I think this was just me trying to be too cute. Fun, but not consistent or impactful enough.

Invasion Plans out: See above. Nemesis Mask does this way, way better. Playing Invasion Plans was always a huge risk, and there are better finishers.

Skirk Fire Marshal out: While great with Basilisk Collar, most of the time it's just a really hard to play around effect, as strong as it is. I would rather have Goblin Assassin back in eventually.

Myriad Landscape out for Buried Ruin: Entering the battlefield tapped is ultimately what killed this for me. Buried Ruin fits the spot better.

Great Furnace in: Added to up the artifact count for the new manarock.

Mox Opal in: Now that I've raised the artifact count a bit, including this is easier than before. Also helps a bit to offload mana generation away from the lands a bit, in cases where I want to sac them all but not be stranded after.

Imperial Recruiter in: Hell yeah! This finally got reprinted, which dropped the price from $150+ to probably around $50. Can grab so, so many good creatures.

Fervor in: I've wanted one more haste enabler for a long time. This might eventually change to Mass Hysteria.

Font of Mythos in: In an effort to drastically increasing my draw, I'm trying symmetrical draw effects for the first time. The hope is to take advantage of it faster than my opponents. We'll see how that goes!

Horn of Greed in: As the deck gets better, getting multiple land drops in a turn becomes more consistent, and I rarely miss a land drop anymore. I would only be worried about this against one green deck in my meta, but even then it is always a race anyway, at least this time it will be more fun.

Scour from Existence in: Rather than just running either this or Spine of Ish Sah, I am going to run both. The deck plays so much better the more interactive it becomes.

That's the biggest number of changes I made since the deck's first revision more than a year ago! I'm confident I will be happy with most of the changes, but as always, this deck will constantly change to be the most powerful and most fun I can make it.

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician

2 months ago

While doing research for a Modern deck I came across Soul-Scar Mage, and it looks like a wonderful addition to Ib!

All of the damage dealt by Goblins that are explo-sacrificed to Ib is noncombat damage, so having a passive way to add removal for Indestructible creatures is amazing, and at just 1 CMC too!

It is unfortunately a non-bo with Repercussion, but the Mage is easy enough to kill when I don't want it out anymore. It does, however, have the added benefit of making the following things more versatile:

Skirk Fire Marshal

Blasphemous Act

Mizzium Mortars

Goblin Bombardment

Valakut, the Molten Pinnacle

Rolling Earthquake

Not bad at all for R.

ticked-off-squirrel on

3 months ago

you need a boardwipe? Bearer of the Heavens is a good choice. yes not a goblin and yes costing 8 mana but it will intimidate the opponent from attacking with a big hitter cause if BotH dies everything goes away. but Skirk Fire Marshal and Blasphemous Act are also good choices.

RedPlaneswalker on

3 months ago

I just 1v1'd my brother and his Animar, Soul of Elements deck. One glaring weakness I noticed is the lack of board-wipe in this build. I'm adding Skirk Fire Marshal and Blasphemous Act somehow. Mogg Infestation doesn't really count as a board-wipe. I may replace that with one of the two as well. It's not needed.

skirk fire marshall is can be sought with Moggcatcher, Goblin Matron, Goblin Recruiter, and Imperial Recruiter; not to mention Gamble. Blasphemous Act has a high CMC but it's offset by the amount of creatures I can produce onto the battlefield.

ticked-off-squirrel on Krenko, Combo Boss

3 months ago

looks nice but as an expert goblin player (having 3 goblin commander decks) here are some changes:

switch Gauntlet of Power for Caged Sun. same effects but only affects you. not everyone else.

switch Goblin Rabblemaster with Goblin Piledriver. still gets a buff from other attacking goblins but does not force you to attack every turn with everything. plus has protection from blue. which is nice.

you got too many things that give Haste. keep Goblin Chieftain and replace Goblin Warchief with Hazoret's Monument. still reduces the cost of goblins and is one less thing to give Haste. plus lets you cycle cards if need to. also swap Fervor for Goblin Warrens or Quest for the Goblin Lord. either one works.

switch Lightning Greaves for Swiftfoot Boots. that way you can still play spells and abilities on your creature while the opponent cannot.

i can see why you put Skullclamp into the deck but sadly creature tokens don't go to the graveyard so it won't trigger the ability. i know, i tried it with Sylvok Lifestaff. that being said replace it with a Prying Blade. or if you need the card draw Rogue's Gloves.

i don't know why you have Treasonous Ogre in there but unless you can crank your life up each turn he will drain you. i suggest Tyrant's Familiar. a 5/5 flyer with haste and if your commander is in play, which he most likely is, gets another +2/+2 and can shoot a creature when he attacks. if 7 mana is too much then Goblin Sappers to make your creatures unblockable at the cost of their life.

you don't need both Phyrexian Altar and Ashnod's Altar. both cost 3 mana and both let you sack creatures for mana. drop the Phyrexian Altar. replace it with Coat of Arms. or if you really need the extra mana Pyramid of the Pantheon

Ruination. i'll admit i am on the fence about this. on one hand you can destroy all non-basic lands (even yours) but on the other it is useless if Blood Moon is in play. if you drop it, Massive Raid should take it's place.

Skirk Fire Marshal. this guy. while yes he is a great card he will blow everything and everyone up after tapping like 10-15 goblins. and yes Eldrazi Monument gives your creatures indestructible it does not give you indestructible. so if you have less life than the opponent then this is a bad card. so keep him but if he gets out of hand then put in Goblin Spymaster he may seem odd at first but by forcing your opponent to attack you you can block the attacks with several dozen tokens and have enough for a counter attack. just be careful with flyers.

Tuktuk Scrapper. without other allies he is just another 2/2 goblin. and 4 mana is a bit much for a plain 2/2 goblin (no offense Goblin Berserker). switch him with Goblin Mountaineer. a good scout goblin and is unblockable if Blood Moon is active and opponent has any non-basic lands.

land wise you need to drop the following and replace them with either Mountain or Snow-Covered Mountain:

Ancient Tomb. again, unless your life cranks up drastically each turn it will drain you.

Hall of the Bandit Lord. same reason.

Haunted Fengraf. the creature you get back is random and only a one time thing. not worth it.

Tectonic Edge. if you have Blood Moon in play then there will be no non-basic lands making this useless.

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