Create two 1/1 red Goblin creature tokens.
|Want (2)||Instinctive , Villain85|
Printings View all
|Mystery Booster (MYS1)||Common|
|Magic Game Night (GNT)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Magic Origins (ORI)||Common|
|Dragons of Tarkir (DTK)||Common|
|Duel Decks: Knights vs. Dragons (DDG)||Common|
|Shards of Alara (ALA)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dragon Fodder Discussion
1 week ago
Hey. Like the deck. Nice to see dragons getting played. Have you thought about doing a split between Vessel of Volatility and Simian Spirit Guide or perhaps using goblins as your early aggro and sacrificing them to Brightstone Ritual. There's even a card called Dragon Fodder that is themed for exactly this kind of deck. +1 good job.
1 month ago
I don't think you have nearly enough token targets for all of your Polymorph spells. It's a bit hard to count but I think you have about 9, and most of those are lands (which you might need)?
There's a lot of efficient token generation effects in your colors:
Dragon Fodder / Krenko's Command
Lazotep Plating is also a fantastic card that happens to create a token.
Sandwurm Convergence is a great enchantment hit that would also allow you to keep the Polymorph train running.
Also, Polymorphing into a cascade creature does not get you the cascade trigger. I know they might be in there as pseudo-Polymorph effects, but there are so many legit Polymorph effects that I don't think the ones you have are worth it. Maelstrom Wanderer is a possible exception because it has a decent ability if you hit it with Polymorph.
Finally, you might want a few other Mutate creatures because they can retrigger Illuna. I'd only consider big creatures that you don't mind hitting on Polymorph, so:
1 month ago
I think to make your deck faster and more consistent, you would need to make the mana curve lower and/or create better synergies with your cards.
First, I would address your mana curve. As a mono-red deck, you rely on speed to gain advantage, but you only have 8 cards that you can play turn one (Theoretically, you can play others with Simian Spirit Guide, but I will get to that). Legion Loyalist is an amazing 1-drop. However, to get out your 3-drops, you rely heavily on SSGs and Infernal Plunges to ramp up, both of which require you to essentially get rid of one or two cards respectively. SSG takes up a card in your hand, Infernal Plunge takes a precious creature and a card in your hand. Then, if your 3-drop is removed, then you basically get 2 or 3-for-one'd, losing a LOT of value. So, if you want to pursue this ramp style, you need to utilize more cards that give you card advantage before turn 3. Dragon Fodder or Goblin Instigator would give you a body to sac while leaving one to attack, though have CMC 2. These cards would also later take more advantage of your lords' +1/+1 because they would be 2 bodies instead of 1. Even adding one or two lands would also help with this build.
If you are not set on the sac playstyle, I would suggest increasing your 1-drops and 2-drops and lands. Goblin Bushwhacker is a great 1-drop that has advantages to playing later with its kicker, and Weaselback Redcap can be useful for its combat trick to get extra chip damage while still playing your cards. Goblin Guide is also a popular 1-drop. Some great 2-drops include Warren Instigator (which you have only one of), Conspicuous Snoop for card advantage, Goblin Wardriver for his pseudo anthem, and of course the 2-drops I mentioned earlier. Having 1 and 2-drops will take advantage of your lords right away, and adding more lands would make it simpler for playing cards each turn, thus making your deck faster and more consistent.
As for your synergies, some of the cards are interfering with other cards in your deck or not taking the full advantage of their potential, making them weaker cards. For example, Vexing Devil, while it is an amazing card, does not take advantage of the Goblin theme and is sacked right away 9/10, thereby making it not useful for both themes of the deck. The Simian Spirit Guide and Infernal Plunge, while can be useful to get out a 3-drop, are not enough to consistently get each 3-drop out of your hand, filling your hand up with unplayable cards. The Temur Battle Rage does not benefit from the Ferocious ability most of the time, and is a win-more kind of card in this deck. Even if you ramp into a Krenko, Mob Boss Turn 2, you would lose 2 cards and risk losing your 4-drop, for one or two 1/1s that can't attack for another turn. Having a ton of lords is not helpful when there are no underlings to take advantage of their boosts. Some other 3-drops you should consider would be Krenko, Tin Street Kingpin, Legion Warboss, and Pashalik Mons.
I wrote all this out because I don't want to take away your decision making as a deck builder; I want to bring up considerations for you to make your own decisions. However, I'll leave a suggestion for additions and subtractions that you can adjust to your preferences.
-4x Vexing Devil
-3x Infernal Plunge
-3x Simian Spirit Guide
-2x Goblin Grenade
-2x Temur Battle Rage
-2x Krenko, Mob Boss
-2x Goblin Warchief
-2x Goblin Rabblemaster
1x Goblin Chieftain
1x Goblin King
3x Warren Instigator
4x Goblin Bushwhacker
4x Conspicuous Snoop
2x Krenko, Tin Street Kingpin
2x Legion Warboss
1 month ago
Cavern of Souls: cannot pay for bolt or grenade. you really need 100% of your lands to tap for red mana or the consistency of the deck is hit hard. not being able to be hit by counter magic isn’t that much of an upside because if the opponent is playing counter magic the matchup is likely already good fo us.
Goblin Chieftain: chieftain costs 3 mana for one card that is super susceptible to removal. the whole premise of the deck is “no lords 8 whack” which means you will always be pumping out damage and not give the opponent one target that can ruin you (the one exception being Goblin Piledriver but it has such a huge upside with way less investment and if it’s removed it’s not the end of the world). if you take Reckless Bushwhacker out of the deck it falls apart. unfortunately that one card choice is not personal preference it’s just too core to the deck. some people do still decide to run chieftain but you cannot take out reckless bushwhacker for it.
Shared Animosity: is definitely worth testing 3 mana might be a bit much but the potential of the card is high.
Mogg War Marshal: saying war marshal is 10000x better than Krenkos Comand and Dragon Fodder would be an understatement. you can sac him to grenade without going down a goblin. you can sac him to Skirk Prospector for extra mana he gives Foundry Street Denizen 3 power of the course of the game. It itself is a goblin so you can play it off the top of the library with snoop. It does many other things but these are just a few that spring to mind. you almost never pay the echo and you can just give the summoning sick goblin haste with your bushwhackers.
1 month ago
Cavern of Souls Protects against counters from blue. With the number of creatures in this deck, this should be a high priority!
Lastly, being creature heavy, I understand Mogg War Marshal, but Dragon Fodder or Krenko's Command offer the same number of creatures, and power, but you get to keep both creatures without ever having to pay additional mana.
2 months ago
Immediately I see that some good token instants and sorceries aren't here that may help.
Are all solid non human tokens that are cheap to get out.
2 months ago
DeadRanger4Life thanks for the comment!
Creature count can be deceptive: take a look at the other sections (especially sorceries) and you will see 10+ token makers, mainly Dragon Fodder effects. This is because I want to get 2 creatures out of one card for as little mana as possible. Thus my creature count is in actuality more like 35.
Silverwing Squadron is just okay. You have to wait a turn to start churning out tokens, so it seems slow even in Winota. I didn't pickup Dockside because of the price, but I also don't feel like this deck needs him. Chandra, Acolyte of Flame is a cool card that is still begging for a spot. Might find its way it.
I've really only stuck with this version, but see my comments above featuring other ways to build Winota. There are some interesting angles out there.
As for upgrades... besides fast mana, any upgrades are based on your personal budget and playgroup. This deck is an easy 8-9 power level and something I'd be comfortable bringing to cEDH games for the underdog strategy. It's really in a perfect place for me, and if I had a bigger budget I probably wouldn't change anything.
4 months ago
Hey, for the low budget good job for your first Commander deck.
Consider a Goblin and Dragon theme? This would give your overall deck a more focused theme instead of just playing random creatures such as Diregraf Ghoul and Spinal Centipede. I suggest this because when Kolaghan attacks she pumps any creatures you control and Goblins can make lots of token creatures. This kind of strategy is call go wide. Which means attacking with lots of creatures, a wide battlefield of creatures.
Cards to consider adding:
- Command Tower
- Tome of Legends: repeatable draw, triggers twice when you dash Kolaghan since she ETB and attacks.
- Sol Ring
- Diabolic Tutor
- Krenko, Tin Street Kingpin
- Krenko, Mob Boss
- Legion Warboss
- Taurean Mauler: Changeling, is a Dragon and a Goblin.
- Ogre Battledriver: each token that's created does ETB it gains haste and gets a +2/0 pump. Each time you dash Kolaghan she ETB giving her a +2/0 pump.
- Boltwing Marauder
- Torbran, Thane of Red Fell
- Siege-Gang Commander
- Chaos Warp
- Heraldic Banner
- Goblin Matron
- Goblin Warchief
- Skirk Prospector
- Krenko's Command
- Dragon Fodder
- Hordeling Outburst
- Pashalik Mons
- Sling-Gang Lieutenant
Good luck with your deck.