Warren Instigator

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Mythic Rare

Combos Browse all

Warren Instigator

Creature — Goblin Berserker

Double strike

Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.

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Warren Instigator Discussion

GabeCubed on Ramen's Goblin Horde

1 day ago

Here's my Goblins deck for some reference:


Gobble the Goblins

Modern GabeCubed

SCORE: 2 | 5 COMMENTS | 385 VIEWS | IN 2 FOLDERS


Your curve is way too high for this deck. You should cap out at 3 drops, and only run a maximum of 6, unless you run mana acceleration/Warren Instigator, of which you'd need a full playset of.

Your deck seems slow. You should really max out on your 1/2 drop goblins. Seeing as you are the token route, have 4 Foundry Street Denizen, 4 Mogg War Marshal and 4 Goblin Piledriver. Those are your best cards.

Max out on Bushwhackers. They compliment the tokens very well.

You can also drop the land count. 22 lands and red never mix, which is why getting lower is important.

Also, you should really get to 60 cards. Increases your consistency for drawing what you need.

Hope that helps, at least somewhat.

FAGGOTUS-REX on Goblins Are Better Than You, And They Know It!

5 days ago

Id reccomend 1 more Warren Instigator and one less Impact Tremors. It will make your krenkos more likely to hit the field, since 5 is a lot in modern (especially in aggro decks)).

Xyckno on Goblin

6 days ago

I like to play Warren Instigator in my goblin decks.

pinecone2k3 on Ramen's Goblin Horde

1 week ago

I'm going to elaborate on the Mogg War Marshal recommendation. Ignore the Echo cost on it. Think of it as a 2cmc spell that gives you two 1/1 bodies. It has two major differences, from Dragon Fodder and Krenko's Command. First, one of the 1/1 bodies replaces itself when it dies. So, if you were to, for example, sac MWM to a Goblin Grenade or Voracious Dragon, the number of creatures you have on the battlefield wouldn't change, allowing for Krenko, Mob Boss's ability to have that much more punch. Second, unlike Fodder and Command, MWM can be tutored into play with Warren Instigator. The extra creature entering the battlefield will also serve as an extra trigger for Foundry Street Denizen and Quest for the Goblin Lord. Bare minimum, I suggest swapping out Krenko's Command for Mogg War Marshal.

cleandeceit on Shattergang Gang

2 weeks ago

I think you could cut Spikeshot Elder and maybe one or two other cards...
Here would be some suggestions.
Bloodmark Mentor
Frogtosser Banneret
Goblin Diplomats
Grenzo, Dungeon Warden
Mogg Maniac
Warren Instigator

Oloro_Magic on White and Red Burn Goblin

1 month ago

So first off add a mana base, it is the single most important piece of any deck; second move the deck to modern; goblins are better suited in the modern meta. If you are playing Goblins then a lot of the creatures you have are not necessary; generally you want the following goblins:

The rest is really up to you. Warren Instigator is great if you have goblins to cheat out. Goblin Chieftain should be your lord of choice. You may want to include Burning-Tree Emissary to chain a bunch of goblins in one turn and then buff them with Reckless Bushwhacker. Other options are to use snow lands and add Skred; Voracious Dragon is generally just a win-con, same goes for Predator Dragon, and from there you either round out the deck with other support goblins or even burn cards that can serve as removal and extra damage. Generally this deck is either or but I like the idea of for some of the better burn spells like Lightning Helix and Boros Charm.

GoodLuckGuy on CP#5 Krenko is Kranky

1 month ago

Round 2

I think you missed a few grade-A goblins, for instance, I was initially surprised you weren't running Warren Instigator, which is an auto-add in most Goblin Tribal shells.

Spikeshot Elder and Goblin Assassin can be very effective at removing a large number of creatures over time. Goblin Assassin works particularly well with Krenko, because he guarantees you won't have to sac any good creatures, and maximizes the amount of creatures your opponents have to sac.

Goblin Spymaster not only clears the way for your board to get through every player's field, but it also forces pesky effect creatures to attack into your untapped goblin horde.

Taurean Mauler is not technically a goblin, but is a real value beater that counts as a goblin while in play. Similarly, Moggcatcher is not really a goblin either, however, it should be fairly obvious why it might as well be one.

I think your current build is a little light on answers, your options are somewhat limited in Red, but there is an abundance of good burn and artifact removal.

Outnumber is easily the best spot removal for a Goblin deck, it might as well say "Destroy target creature" for one mana at instant speed.

Mizzium Mortars can be used as an over-costed Flame Slash, but what makes it really good is that you can Overload it to sweep away all of your opponents' small creatures. In most scenarios, this will cull any amount of large opposition you get from other token decks or go-wide strategies.

Red's ability to remove artifacts in EDH is highly overlooked, artifacts can often make or break a player's strategy, and removing them en masse can be devastating. Shattering Spree and Vandalblast are far and above the red spells for removing artifacts.

No goblin deck is complete without Coat of Arms in my opinion. The advantage it gives you is so insane that it totally eclipses any small amount of benefit it gives to your opponents.

Metallic Mimic has been seeing play in almost every tribal and single-type token strategy since its printing, mainly due to the fact that it's the fastest modular tribal anthem in the game.

Eldrazi Monument is great in token decks; makes it hard to board wipe your field, makes it hard to block you field. It sort of does everything.

Ruination can be a strong finisher against the many multicolored decks in the format, it's very hard to recover when more than half your lands are gone. This seriously will just take some players out of the game when resolved.

Aggravated Assault can do a lot of stuff in this deck. You can use it to push through absurd damage, you can combo off with it, or you can just use it to untap your field if you need to. The amount of utility this card offers is hard to ignore.

Thornbite Staff is for infinite combos, sort of a preference thing as to whether or not you want to have that sort of thing in the deck. Basically, you equip this to Krenko, and if you are able to sacrifice your creatures, you can make infinite goblins. It also turns whatever creature is equipped to it into Goblin Sharpshooter.

I have some other ideas on cards you could run, but I think 32 suggestions is enough to think about. That being said, these suggestions are just to give you a good base of cards to look at, not necessarily a de facto list of cards you must run. Obviously, you probably won't be able to fit every card here in your deck list.

bmorri9 on Krenko mob boss

1 month ago

you have 6 ramp cards in here, its a little low, so I'd say look at adding: Solemn Simulacrum, Caged Sun, Myriad Landscape and Chandra, Torch of Defiance .

This deck is also lacking card advantage, it will play out all the cards in its hand too quickly and you will not have enough gas to finish off everyone. for that I would look at Solemn Simulacrum and Chandra, Torch of Defiance again, as well as Outpost Siege, Forgotten Cave, Smoldering Crater, Buried Ruin, Mutavault, Ghitu Encampment, and Grenzo, Havoc Raiser.

Other cards to consider:

Boggart Shenanigans, Hazoret's Monument, Metallic Mimic, Goblin Lackey, Warren Instigator, Ogre Battledriver, Hellrider, Adaptive Automaton, Chaos Warp, Reverberate, Fork, Obelisk of Urd,

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