Maybeboard

Enchantment (1)


Disclaimer: This is a thought experiment. As of right now, it has not been tested. Play at your own risk.

Goblins are generally really good at making more goblins. This lead to a thought experiment; "just how many goblins tokens can you make?" As well as "how nasty can you make those tokens?"

In use, it is fairly simple: fill the board with goblins and try to get Krenko, Mob Boss onto the field as early as possible, using Goblin Warchief to make your goblins cheaper if necessary, or Goblin Lackey to play him right from your hand. If you can't draw Krenko, Mob Boss , you can tutor him with Goblin Recruiter , Goblin Ringleader , or Boggart Harbinger . Use Mad Auntie , Quest of the Goblin Lord, Goblin Shrine , Bloodmark Mentor and Goblin Lookout to strengthen all your goblins up, while Mad Auntie and Goblin Chirugeon keep your little goblins alive. Goblin Kaboomist and Ogre Slumlord will both make it unwise for the opponent to attack you, if the sheer number of goblin tokens you that you can block with isn't enough to discourage them. Boggart Ram-Gang and Scuzzback Scrapper both have wither, which can either make them particularly nasty blockers that can threaten even indestructible creatures, or they can be used as attackers that have a bit more threat to them than other goblins. Coat of Arms is the win condition, allowing each individual goblin to become an utterly unstoppable force. If possible, use Mirrorworks + Slobad, Goblin Tinkerer to keep your Coat of Arms around by sacking an artifact copied by Mirrorworks , or Goblin Welder + Mirrorworks to bring it back by doing the same. If the opponent tries to wipe your field, Spoils of Blood can put something truly horrifying on the board in its place, while Boggart Birth Rite can be used to get Krenko, Mob Boss back to the field in a hurry. Krenko, Mob Boss + Skirk Prospector ensure you have as much red mana as you would ever need, and Caterwauling Boggart or Goblin Wardrums ensure the opponent will have difficulty blocking your goblin hordes even if they can generate as many tokens as you can, or earlier on when you don't have quite as many goblin tokens, and Tattermunge Witch will make sure that chump-blocking your goblins is not an option.

The commander himself, Shattergang Brothers is useful as a sort of spot removal; though he can't get rid of the problem on its own, it is possible to "brute force" it in several situations. Mirrorworks + Shattergang Brothers means you can sack copied artifacts, and Shatergang Brothers + Skirk Prospector + Krenko, Mob Boss means you're only limited by the amount of non-red mana you have. If the opponent has a lot of creatures in your way, you can sack three goblin tokens for every creature they have, limited only by your total black mana. While your losses will be heavier, Krenko, Mob Boss makes sure the reserves will be there to replace them shortly.

More specific spot removal can be done with Seige-Gang Commander and Goblin Welder , who can pick out specific creatures and artifacts respectively.

EDIT:

There are several good suggestions for cards to expedite the process of bringing down the opponent. I added Impact Tremors , though Purphoros, God of the Forge and Warstorm Surge also have good potential; Impact Tremors can be exchanged for either of those, or all three can be added in exchange for a few of other goblins.

EDIT 2: Goblin Assassin + Krenko, Mob Boss is another powerful combo.

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Date added 5 years
Last updated 4 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

18 - 0 Rares

26 - 0 Uncommons

32 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Copy Clone, Goblin 1/1 R, Horror */* B, Land Mine, Rat 1/1 B
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