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Vintage | Legal |
Zhur-Taa Goblin
Creature — Goblin Berserker
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)
dnthymamai on Casual Easy Gruul
2 years ago
Thank you! But on the 3-drop slot apart from the main purpose of the deck, Primal Forcemage, I already have Viashino Sandsprinter! He returns to my hand and can gain the +3/+3 once more on the next turn!
On the 2-drop slot I have the card-drawing Gallia of the Endless Dance which lets me draw cards (plus a little bit of random Madness synergy) and the hit-for-less but evasive Impetuous Sunchaser! He can also carry a Loxodon Warhammer more effectively than Zhur-Taa Goblin.
I had given Rhythm of the Wild a thought, too. But apart from the main engine, Primal Forcemage, every creature already has haste! And the +1/+1 counter strategy is not very synergistic when most of my creatures return back to my hand on purpose... :-/
It's a sideboard option vs counterspells, yes. I just wanted to keep the sideboard simple so when a new player sees the whole deck they'll think they can easily play it.
Thank you for the suggestions!
owenger on Casual Easy Gruul
2 years ago
Hi there cool deck. I feel like the riot cards would fit here like a glove. Gruul Spellbreaker is probably the best there and others like Zhur-Taa Goblin or Rhythm of the Wild can be very effective too.
channelfireball12345 on Card creation challenge
4 years ago
Light-Dwelling Bog Mutant
Creature - Crocodile Angel
Menace
Whenever ~ deals combat damage to a player, look at the top three cards of your library, then put them back in any order. You may shuffle your library. Then, you may reveal the top card of your library. If a green card is revealed this way, you gain 2 life. If a green creature card is revealed this way, you gain 3 life instead.
: Until end of turn, ~ loses menace and gains vigilance. Scry 2, ~ deals 2 damage to target nonwhite creature you don't control that has attacked or blocked since the beginning of your last turn, and you gain 2 life. Activate this ability only if it's your turn and only once each turn.
3/5
Create a new variation/take on Kalonian Tusker/Watchwolf/Zhur-Taa Goblin, but with a fun and interesting yet on-theme twist.
Requillias on Korvold Commander
4 years ago
Deck Upgrades:
Creature Upgrade
To remove: Aggressive Mammoth, Byway Courier Chittering Witch, Footlight Fiend,Gluttonous Troll,Gruul Spellbreaker, Judith, the Scourge Diva,Keeper of Fables, Ogre Siegebreaker, Primordial Wurm, Rapacious Dragon, Rubblebelt Rioters, Sengir Vampire, Spark Reaper, Sphinx of the Guildpact, Spikewheel Acrobat, Vindictive Vampire, Woodland Champion, Zhur-Taa Goblin
To add: Eternal Witness,Squee, the Immortal,Zulaport Cutthroat, Vexing Shusher, Goblin Matron, Munitions Expert, Krenko, Mob Boss, Warteye Witch, Sling-Gang Lieutenant, Goblin Trashmaster, Putrid Goblin, Dockside Extortionist, Arasta of the Endless Web, Creakwood Liege,Dragonlair Spider, Viscera Seer, Ayara, First of Locthwain, Pitiless Plunderer, Poison-Tip Archer, Sidisi, Undead Vizier, Sheoldred, Whispering One, Deathrite Shaman
Artefact Upgrade
To Remove: Thaumatic Compass Flip, Witch's Oven, Bloodsoaked Altar, Golden Egg, Mask of Immolation, Rhonas's Monument
To add: Sol Ring, Arcane Signet,Lightning Greaves, Ashnod's Altar, Haunted Cloak, Skullclamp
Enchantment Upgrade:
To remove: Gift of Paradise, Warbriar Blessing, Wolfwillow Haven
To Add: Necrogenesis,Cindervines, Grave Pact, Grave Betrayal, Attrition
Sorcery Upgrade:
To Remove: Severed Strands, Taste of Death, Victimize
To Add: Unearth, Reanimate, Blood for Bones, Return from ExtinctionTerminate, Dreadbore, Hull Breach, Diabolic Intent
Instant Upgrade:
To Remove: Bake into a Pie, Heartfire, Murder, Return to Nature, Shock
To Add: Artifact Mutation, Putrefy, Guttural Response, Veil of Summer, Abrupt Decay, Assassin's Trophy
Greetings, Brian
pistolpeteiii on Gruul Aggro: Theros Beyond Death
4 years ago
True, however it is a great complement to Zhur-Taa Goblin in the 2 CMC slot as another hasty 2/2 with 2 devotion for Klothys, God of Destiny .
Additionally, it allows us to ditch a land and hopefully dig for an Embercleave to play on turn 4.
Joe_Ken_ on Prossh Token Hell
4 years ago
Probably Domri, City Smasher since it is pretty high cost and dosen’t bring all that much to the table.
Lightning Strike since 3 damage to a target won’t come in handy that often. Abrade is effectively the same but also artifact removal.
Trespasser's Curse is only really good if you are up against another token deck.
Possibility Storm isn’t all that necessary and you don’t want the randomness too often in edh.
Ayula's Influence since triple green can be hard to cast sometimes and discarding cards for 2/2 tokens isn’t all that great.
Wolf's Quarry costs way too much for what it does.
Nissa's Triumph dosen’t really ramp, only guarantees some land drops.
Zhur-Taa Goblin he is an early drop, but dosen't do much beyond like turn 4.
Edh is a marathon for the most part. You want to ramp and get momentum to bring you to the end game and keep yourself in a better position than other players. Getting ramp and removal is necessary to make sure they don’t pull too far ahead of you. I’d check YouTube and EDHrec for other Prosh decks to get some more ideas for your deck.
Sedohr on Rioting against Humans
5 years ago
I'm going to see if I can't get some games in with my cards and see how it runs now. I've run a decent amount of play tests from the site here and I'm seeing mid game shape up well, but I'm still a little concerned about early game. If I don't get any Arboreal Grazer or Zhur-Taa Goblin in my starting hand, I have to rely on Jaya's Greeting for any early game aggression until I can start ramping up mana and dropping heavy hitters with riot/counter stacks. I'm more reliably hitting enough mana to drop my CMC 7/8 creatures though, although sometimes I do still get flooded with land sometimes (but I would rather have a mana flood every once in a while and reliably be able to end games with my expensive drops late game, than continue to struggle having enough mana for my cmc 7/8 creatures late game).
On that note I'm not sure what I would replace to add Savage Smash into the deck (Although I do have many copies of the card already, so I can easily put in 4x without buying any new ones). I feel I'd need to replace a current spell since I'm starting to thin out on creatures to actually leverage all these riot and non-human bonuses after the recent planeswalker changes to the deck. While Barge In doesn't give the fight portion, it still gives that +2/+2 on a creature and trample. So while it may not allow me to directly fight a creature to open the board and then attack face, I can still trample through if they are attempting to just sacrifice block. It also gives ALL my creatures trample (not just the one buffed) in case they have a lot of sacrificial defenders, and only costs a single red mana versus a 1RG.
On the flip side though, 1/3rd of the creatures already have trample naturally with Frenzied Arynx , Wrecking Beast , and End-Raze Forerunners . The last one also buffs my creatures with trample when it comes into play, so it can help late game for a final push against sacrificial blockers. With that it might be worthwhile to look at more options like Savage Smash to direct my damage to specific creatures so I don't double up on trample with a creature that already has it. A handful of people I play with leverage sacrificial defenders with regeneration though, which is why I wanted to try and get more consistent options for trample in the deck early game with Barge In .
That all aside, I'm actually starting to play some MTG arena now since my regular groups are pretty busy during the holidays. I've already unlocked the preset gruul deck they let you get in game, and I've redeemed the Domri planeswalker deck alongside all the other codes I have been accruing. So I'm planning to try and unlock the cards I'm using here to get some play testing in MTG arena, and get a better idea of where it struggles to try replacing a few cards at a time to see what helps the most.
averagenovice74 on [[Competitive Primer]]-Naya Aggro
5 years ago
dino_beast hey yeah, thanks for the critique and yeah it's pretty on the fringe what I would call a aggro deck being 3.3 CMC average so I can see that. I've been wondering if I should lower it to have more explosive starts.
The reason emmara is in the deck is because she triggers hero ability and can incidental tokens. But might replace her with Zhur-Taa Goblin instead