|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|Duel Decks: Knights vs. Dragons (DDG)||Common|
|Duel Decks: Elves vs. Goblins (EVG)||Common|
Combos Browse all
Creature — Goblin
Sacrifice a Goblin: Add R to your mana pool.
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Skirk Prospector Discussion
1 week ago
Why Manic Vandal over Tuktuk Scrapper? I see it is 1 CMC less, but if you ran 4x Goblin Warchief like most legacy decks you could easily drop for 1-3 mana in most games, or just Vial it in. Plus, it won't go to the bottom of your deck with a ringleader drop pull.
Krenko, Mob Boss is a 1x staple for most decks now.
You don't see many decks in this format running Warren Instigator since it an RR and there are much rougher choices for a 2 drop for goblins I think like Mogg War Marshal, or obviously Goblin Piledriver.
I agree with the above comment that Goblin Grenade is not good in legacy. I do however, think a 1x Legion Loyalist is worth it to give your other goblins great buffs as a 1 drop, especially piledrivers.
Boggart Mob can get pretty out of control and lets you retrigger matrons and ringleaders with a sac mechanism like Goblin Sledder or as most decks run, 1x Skirk Prospector. This isn't a popular choice, but worth considering. I run it in my RB goblin deck, but thats for casual. The champion effect of Lightning Crafter has the same retrigger potential.
Frogtosser Banneret could help you reduce costs of some of your goblins just like a Goblin Warchief, but you have neither. I think these are important for tribal goblins (most run warchief over frogtosser for the haste/monored).
1-2x Ancient Tomb seems to have dropped off most top8 decklists, but I like running 2 in mine. I run Food Chain Goblins and dirty kitty though, so my mechanic is different (and more vulnerable, but faster) than vial gobs.
Kiki-Jiki, Mirror Breaker is nuts.
As for the sideboard, many people like running Krosan Grip if they splash with green. Also consider Thoughtseize. I also think that Blood Moon like stated above is great for MONORED in the sideboard if you choose to drop black. I think a 1x Goblin King is nice in the sideboard as well. Red Elemental Blast might help in the side as well.
1 week ago
Grenzo, Dungeon Warden kind of seems like a slow gamble for the format.
Grenzo, Havoc Raiser is worth considering imo. I think 1x of him will start popping up in legacy decks.
I like and run 2x Ancient Tomb, but people who play gobs have mixed feelings about them.
Sparksmith used to be popular for larger removal, but he hurts like hell. Might save you against reanimator decks and the like since you get more than one use out of him, unlike Gempalm Incinerator.Looks like fun!
2 weeks ago
You will want to remove 1 Wort, Boggart Auntie, 1 Skirk Prospector, 1 Kiki-Jiki, Mirror Breaker (unless you remove siege gang from the side), 1 Goblin King, 4 lands (Polluted Delta, Marsh Flats, Bojuka Bog, and Pendelhaven are all suspect), 1 warden weirding, and 3 Tarfire for other/better cards.
wort is slow, goblins are not trying to be slow. Skirk Prospector is only worthwhile if running more token producers to quickly cast siege gang to then cast more siege gangs. kiki-jiki is too slow and bringing it out with lackey just get's it removed before you can activate it for a good cause. Goblin King is too narrow. warden weirding, while tutorable by matron, is too narrow. Tarfire, though tutorable by matron / pullable by ringleader, is too narrow. 4 lands are 4 too many. Chances are that you would also be fine with 18 lands. Your toolbox of lands, while cute, are limited and many times too narrow. turn 2 Pendelhaven doesn't stop the "dies to bolt" if used on a lackey. In the late game its 1:2 buff is not good enough (maybe if it was 2:1). Bojuka Bog is just a tapped land in some match ups, and not tutorable in the worthwhile matchups. This leaves us with 11 cards.
The eleven cards are fairly simple: 1 Goblin Warchief, 3 Goblin Piledriver, 4 Lightning Bolt, 2 Goblin Rabblemaster, 1 Gempalm Incinerator. Lines of play such as--turn 1 lackey, turn 2 hit with lackey -> warchief -> rabblemaster, turn 3 piledriver -> piledriver -> attack for ~30 damage (and this is BEFORE your opponent can play Toxic Deluge, AND only requires 2 lands)-- are much more accessible now. This is important, as your current setup is geared towards the endgame, which you cannot win. 4 warchief's is a must, it is painful to play less than 4. the same holds true for the piledriver, as they are cheap (1 mana) and grow to Tarmogoyf size quite easily. protection from blue just means that you smash through merfolk, true-name, delver, snapcaster, and leovold). 4 Lightning Bolt: the 1 damage is worth it, there is no other way to put it. While Tarfire is used, there are too many situations where you would rather have the additional point of damage (at the player or at the creature / planeswalker i.e. jace). Goblin Rabblemaster is a threat that must be answered the turn he is cheated into play. The Gempalm Incinerator's cycling ability makes him worth a 2-of.
edit: don't run skirk fire marshall. goblin pyromancer would be marginally better, but still bad.
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
1 month ago
Goblin Chirurgeon It combos with Krenko, Mob Boss Goblin Warchief and Skirk Prospector to make infinite goblins AND mana to play everything in your hand to obliterate your opponent spectacularly, also Goblin Recruiter lets you search for the cards you need for the almighty combo so if he is in the opening hand it's ALMOST guaranteed a victory.
2 months ago
how it works:
cast Goblin Recruiter and tutor in this order top to bottom
(Any other goblin you want to draw with ringleader here)
Play warchief and ringleader, drawing the last 3
Cast Kiki, then cast crafter, with the champion effect on the stack, tap kiki in response to make a token of crafter, champion kiki with the original crafter, and then champion crafter with its token, tap the crafter token for a Lightning Bolt sac the token to prospector, bringing in kiki jiki and crafter untapped, repeat this and you have infinite bolt damage and infinite
2 months ago
So, I can't believe I didn't think of this years ago, but I just swapped out 2 Goblin Firestarters for 2 Skirk Prospectors. That gets me more consistent ramp, and I can sacrifice the Skirk Prospectors at any time.