Creature — Goblin Warrior
When Volley Veteran enters the battlefield, it deals damage to target creature an opponent controls equal to the number of Goblins you control.
Printings View all
|Core Set 2019 (M19)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Volley Veteran Discussion
1 year ago
I will try and get some of those cards you recommended, like Goblin Bomb or Goblin Bushwhacker.
1 year ago
IAmTheWraith: Should be pretty simple, right?
...only time I've seen the haste from Helm of the Host be relevant after the fact!
1 year ago
I would run basic mountains as they are far cheaper. Tarfire also works well with the goblin tutors.
There are many jank.. I mean... Sweet budget goblins out there:
1 year ago
Snivy__ is correct, the "goblin" tribe isn't really benefiting much from this, I almost wanna run 4x Runaway Steam-Kin over the Instigator, I know we get the value of another goblin, but unless we start running Volley Veteran in the sideboard to take out big threats, we have a hard time keeping the goblin theme alive.
1 year ago
Love this deck! +1!
Gempalm Incinerator and Volley Veteran could be a great additions, cheap, efficient removal in this deck! Warbreak Trumpeter, Stingscourger, Rummaging Goblin, Goblin Wardriver, and Goblin Soothsayer are other efficient goblins that have powerful utility.
1 year 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!
1 year ago
So far it looks pretty consistent. I don't know if these suggestions will really help you, but they're some that came to my mind when I looked at this deck.
1 year ago
Comicbookguy88 Depending on your definition of budget it would probably need to be mono- and you'd need to lay off the Karn, Scion of Urza and Rekindling Phoenixs. Beyond that not much is restricting your card choices seeing as standard goblins and goblin payoffs don't cost very much besides Goblin Chainwhirler, Vanquisher's Banner, Banefire, Risk Factor and Runaway Steam-Kin.
First you should pick an archetype: Midrange tokens, aggro, Guttersnipe burn, combo or whatever. Then select goblin enablers (such as Goblin Instigator or Legion Warboss) and payoffs (such as Volley Veteran or Goblin Trashmaster) that allow you to compete on the axis that you've chosen(it's usually a bad idea to try and double dip on archetype). A couple basic mountains, Zhalfirin Voids even and a Lightning Strike or two later and you have a goblin deck.
Suggesting specific cards or sideboard suggestions would require knowing what kind of goblin deck you were building.