|Commander / EDH||Legal|
Printings View all
|Duel Decks: Merfolk vs. Goblins (DDT)||None|
|Zendikar (ZEN)||Mythic Rare|
Combos Browse all
Creature — Goblin Berserker
Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
Price & Acquistion Set Price Alerts
|Have (13)||Duct-Tape-Guardian , , cklise , Forkbeard , ZombieFood , pokemate0 , TehDelta , DarkMagician , Swamy , zachi , nakni , Diamonddragon2002 ,|
|Want (2)||Nemesis , vashaclarens|
Warren Instigator Discussion
18 hours ago
Well you honestly have a pretty good set up. Warren Instigator with a Krenko, Mob Boss would be nice to see. To kill quicker you could use haste mechanics like Mass Hysteria, Hammer of Purphoros or Fervor. I didn't see Goblin Arsonist or Mogg Flunkies on your list and I can't help but feel like either would do better than the firebrands. Also think about legion loyalist, it's as good as goblin guide.
1 month ago
I have seen some Goblin lists running 4 Mutavault and 2 Blinkmoth Nexus just to make sure they can jam in damage. I would say the following are musts no matter what version of a goblin deck you are playing, if you want to win games you should play these cards (excluding budgetary restrictions, cards are expensive):
4 Goblin Guide
3 Legion Loyalist
4 Mogg War Marshal
4 Goblin Piledriver
4 Goblin Grenade
4 Lightning Bolt
And then I'd highly, highly recommend:
4 Foundry Street Denizen
4 Goblin Chieftain
And only mostly recommend:
4 Warren Instigator
You can go BR Goblins, Mono Red, RW, or RG safely. So it's really up to you.
1 month ago
While this deck is sweet, You are better off playing with these changes. I've played goblins for a few years now, and Oath of the Gatewatch has solidified the list. This is what I would change:
The Krenko is way too slow for how you want to win: Bushwhacking. The strongest lists are called 8-Whack and while some have some have a few differences, they all do the same thing. Now piledriver is a really strong guy, but draws way too much hate. You would rather it be a mogg war marshal. Mogg War Marshal does so much for the deck! It is pretty decent against control because of its' back-up goblin when he leaves play. He also synergies well with piledriver, bushwhackers, Goblin Chieftain!!!, and denizen. So... everything. The fanatics are can really be a awkward sometimes, but that 1 damage is a sneaky way to finish the game. More importantly, though, it kills Birds of Paradise and Noble Hierarch. In the sideboard, you don't want shock. Whatever you want shock to do, fanatic does the job already. Skullcrack is great against life gain affects. You may run into a few pesky cards like Blessed Alliance and Collective Brutality. The Reality Hemorrhage is good against affinity and Kor Firewalker.
Here is an example decklist that is the most common shell for 8-whack: https://www.mtggoldfish.com/archetype/modern-goblins-49982#paper
Here is a really sweet version of the deck you may want to try for some fun games: https://www.mtggoldfish.com/archetype/modern-r-48563#paper
I could talk about Goblins all day, but this is just a quick recommendation for you. If you want, I can show you a really fun list I put together that plays Warren Instigator (It's janky but sweet).
2 months ago
Hello there! I'm ideally looking to sell the following cards, but if you have anything on the wants list in my binder, I'd be more than willing to trade as well. This listing is cross-posted, so comment soon to guarantee cards you'd like!
- FOIL Torrential Gearhulk - $14.00
- Karador, Ghost Chieftain - $7.50
- Bloodbraid Elf - $6.50
- Eternal Witness - $5.50
- Homeward Path - $4.00
- Torment of Hailfire - $3.00
Merfolk vs. Goblins cards
- Master of the Pearl Trident - $4.50
- Merrow Reejerey - $3.50
- Warren Instigator - $2.75
- Goblin Rabblemaster - $2.75
- Goblin Chieftain - $2.00
- Krenko, Mob Boss - $2.00
- Master of Waves - $1.50
Thanks in advance!
3 months ago
Jimmy_Chinchila: Thanks Jimmy!
I will go through the suggestions one by one, but most of the answers are because of CMC.
Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.
Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.
Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.
Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.
Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.
Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.
Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.
Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.
Thanks a lot for your suggestions!
3 months ago
I like Assault Strobe and Temur Battle Rage, and considered them while building the deck, but in the end I found that I liked innate Double Strike better than spell-induced one (even though Viashino Slaughtermaster is the only one that remained, as the others all cost too much mana, or in the case of Warren Instigator, cost a fortune in money due to an ability I wouldn't even be using). Those spells would make such creatures obsolete while only adding a couple more points in damage at best compared to the same amount of buffs per mana, even on creatures like Kiln Fiend.
As for evasion, I feel that right now I'm happy with Trample from Rush of Adrenaline and Menace from Madcap Skills (this last one, in particular, goes very well with creatures that already have double strike by themselves).
Mutagenic Growth I'm not so sure on. Not having to pay mana to cast it is obviously great, but in a situation where you have, say, three buff spells in hand and three mana to spend, I'd rather have three Brute Forces than Mutagenic Growths. With everything being so cheap, it seems like that would happen often. Mutagenic Growth would be useful more often if I had replaced some of the other buff spells Temur Battle Rage, as the mana would go to TBR and Mutagenic Growth would still be able to be cast while a normal buff would not.
That said, I have seen Izzet lists focused on Kiln Fiend that run all of the recommended spells, including Distortion Strike and Artful Dodge and they're very good. But I'm trying to do things a little different, and, I have to admit, I added Kiln Fiend as a last minute afterthought, instead of building the deck around it like so many people do - because I really wanted to focus on the double strike instead and create something different/unique. When trying to do that you do often end up with something that is not as competitive, but I think it also has the potential for more fun, and maybe even some surprise wins against people who expect you to be running those similar lists that they've already memorized.
I'll think about Mutagenic Growth (though being on the upper end of what I'm willing to spend is weighing heavily against it), but might pass on the other spells for now. Right now I think what I'm really doing is waiting for Wizards to release more cool creatures with double strike that can fit into this (though if they release more Kiln Fiend-like creatures instead, or really good ones with Prowess, I might consider dropping the viashino and going to double-strike-by-spell route). But still, thank you very much for the suggestions, and if you think of anything else, please let me know!
3 months ago
+1 for me! I love everything about Goblins. I also think Warren Instigator would fit in here, just a thought. I agree with your choice of using Legion Loyalist instead of a Goblin Guide. Would you also consider a Spike Jester as an alternative for Goblin Deathraiders. By the way nice deck bro!
3 months ago
what about Warren Instigator? put him out turn two. Turn 3 slap an Invigorated Rampage on him swinging for a 5/1 trample double-strike and most likely you've triggered his ability twice being able to cheat out a Goblin Chieftain and a Krenko, Mob Boss then since Krenko has haste tap him to pump out some more goblin tokens and you still have one mana left over. not sure what the budget is but its a thought.