Goblin Balloon Brigade
Creature — Goblin Warrior
: Goblin Balloon Brigade gains flying until end of turn.
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|Commander / EDH||Legal|
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Goblin Balloon Brigade Discussion
2 months ago
Looks like good fun! I question Goblin Balloon Brigade , but simultaneously, you'll be the only one in your city who runs it!
11 months ago
My lord, I wish I could upvote this deck multiple times!! Juggernaut? Erhnam Djinn?? SISTERS OF THE FLAME??!!?!
You just made my day.
Also, I don't always Armageddon, but when I do, I always Flagstones of Trokair. It's not as oldschool as what you've got going here, but still pretty old. It's even more helpful if you manage to get your hands on some true duals.
Finally, it wouldn't be incredibly helpful to the deck, but if you added Goblin Balloon Brigade to this deck, my life would be complete.
3 years ago
My first deck was an 80-card pile of mostly Goblins, but included all the hard hitters that were in my dad's collection, like Shivan Dragon and Ball Lightning, with 4 copies of Firebreathing as my finisher (to enchant my Goblin Balloon Brigade or make someone unblockable with my Goblin Tunneler). I still remember when I came back to Magic and saw Krenko, Mob Boss in the case at my LGS.
My first Commander deck was also a Mono-R Goblins deck, headed by my boy Krenko, and later Grenzo, Havoc Raiser.
3 years ago
Thanks for your suggestions, AlmightyTentacle!
You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)
When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.
Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!
Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!
Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.
I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!
Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.
The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.
Quest for Pure Flame may also be re-tested.
As for your recommended cuts, I agree with some of them.
Mardu Scout is another one. I love dashing him for repeatable 2 damage with Purph, and he does synergize with Door of Destinies, but you are right about him being on the chopping board. Grenzo, Havoc Raiser may fill his gap.
Apocalypse is actually really good. I recover exceptionally well after board wipes, and pitching my hand never really hurts me too bad. This deals with heavy enchantment based decks like Bruna, Light of Alabaster, Sigarda, Host of Herons, and Zur the Enchanter.
Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)
3 years ago
First of all I really like your Purhporos goblin tribal deck!
As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.
Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.
Magus of the Wheel - 2nd greatest wheel spell in MTG, one minus it is not a goblin ;-)
Mikokoro, Center of the Sea - sometimes one card draw separates you from victory, you can easy cut one of your mountains for it.
Chandra, Torch of Defiance - best Chandra till date, provides card advantage, ramp and some board control.
Grenzo, Havoc Raiser - play enemy spells why not?
Herald’s Horn - cut your goblins cmc is already nice but it gives you addition chance to draw card wich is even more nicer!
Mana Crypt - expensive but cost all its money.
Ancient Tomb - nice land, cut mountain for it.
Herald’s Horn - was mentioned before.
Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!
Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.
Control & Others:
Chaos Warp - staple in EDH mono-red decks. Can help you remove any permanent from board especially nasty enchantments.
Fiery Confluence - easy best card from all Confluences imho.
Goblin Welder - why you dont use this one goblin? It is really nice artifact reviver and can sometimes force your opponnet to sacrifice powerfull artifact and return something less dangerous for his/her graveyard.
Quest for Pure Flame - cheap, can be fast charged and provide great damage boost for one turn.
kindred charge - I know you already think about adding this one to the board, must be auto include imho.
Cards I think you need to cut out:
Goblin Balloon Brigade - too weak.
Mardu Scout - same as above.
Ensnaring Bridge - can be nombo with all your pumped out goblins.
Hammer of Purphoros - you already have enough haste engines imho.
Apocalypse - cool and savage card used it in my Purphoros deck too, but drop it out cuz never really want to play it and it is almoust impossible to win after you use it.
Goblin War Strike - you can damage only one player.
Mogg Alarm - worst goblin token producer from all your sorcery spells.
Reverberate - copy spells bad in aggresives style decks.
Smash to Smithereens - too weak in EDH.
Caterwauling Boggart - too high cmc.
P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P
4 years ago
4 years ago
as an expert on goblins I suggest you put in these cards
War Horn: having an extra +1/+0 helps allot in goblin raids.
Foundry Street Denizen: will get big really fast when allot of creatures come in (if only for the turn)
Raging Goblin: no explanation needed.
Goblin Balloon Brigade: when you need a little bit of air power to help you.
Staff of the Flame Magus: you will gain life whenever you play something.
Goblin Lackey: when it hits a player you get a free goblin.
Goblin Chariot: another quick and cheap attacker for early on.
Goblin Fireslinger: a great way to annoy your opponent by doing cheap damage every turn that cannot be dealt with.
Goblin Kaboomist: this guy can place Land Mines which are a great way to protect yourself as you attack with entire battalion of goblins. (of course there is a chance he could kill himself so be weary of this one)
Goblin Warrens: turn 2 guys into 3 guys instantly and make your army bigger.
you should also take out these cards.
Hellraiser Goblin: it is not a good idea to attack every turn cause there may be times you may not want to attack and if you bring him out too soon you will never have a big army.
Goblin Rabblemaster: I see your reason for having him in there cause when he attacks he gets bigger for every other attacking goblin but the problem is he makes all your other goblins attack and if he does not attack then it is a complete waste.
hope this helps