Creature — Goblin Scout
Whenever Goblin Guide attacks, defending player reveals the top card of their library. If it's a land card, that player puts it into their hand.
|Have (3)||lorddarkstar , mwu8689 , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Goblin Guide occurrence in decks from the last year
Latest Decks as Commander
Goblin Guide Discussion
2 months ago
Deasert_Nomads_be_godly, thanks for commenting. As Daveslab2022 and cyeRunner eloquently stated, unfortunately the fetchlands are necessary for this suicidal deck to function optimally. There is no other way to inflict damage on yourself while also advancing your board position. The closest thing are the Zendikar Rising lands, but they don’t further the strategy.
If you are looking for a similar budget friendly deck, you can cut out the fetchlands and keep the manabase mono-red, and you have a traditional and highly effective burn deck. Bring in Rift Bolt, Shard Volley, Skullcrack, Monastery Swiftspear, Goblin Guide, maybe Light Up the Stage...sideboard Blood Moon, etc.
Or you can focus on Boros, run less fetchlands, and go with Lightning Helix and Boros Charm plus a combination of the above mentioned cards. Sunbaked Canyons are amazing because you can sac’em to draw a card when you need it, and without watering down your burn spell count. Plus you get access to good artifact and enchantment removal.
Honestly, I’m not sure what works best, traditional Boros burn or this hybrid suicide Mardu version. The former is more reliable during the early game, but the latter has more staying power for longer games.
2 months ago
6 and 5 mana cards will be hard to cast in a list with 17 lands, so I would cut them in favour of more burn. In terms of upgrades to make the deck faster: Cut the tarfires for Skewer the Critics, the charmbreakers and double visions for 4 copies of Light Up the Stage, the stormblood berserkers and 1 torbran for Monastery Swiftspear, the electrostatic fields for Chandra's Incinerator, guttersnipes for Searing Blaze, the shocks for Rift Bolt, the pillars of flame for Goblin Guide, the last torbran and the chandras for 2 Grim Lavamancer and a mountain, and finally, 6 mountains for 4 Sunbaked Canyon and 2 Ramunap Ruins. Those upgrades make the deck pretty competitive and capable of winning very quickly, but they do make the deck less fun and interesting, as all it does it throw burn spells at your opponent.
3 months ago
Sideboard help would be greatly appreciated
3 months ago
A Goblin Guide that costs 4 times as much and doesn't trigger until you are winning is how most burn players will see this I assume.
3 months ago
I mean I've also been a fan of Searing Blaze it's a little less good without the fast fetches Bloodstained Mire, Prismatic Vista, Wooded Foothills, Scalding Tarn and Arid Mesa. Other than that the creatures most seem to rotate between Goblin Guide, Monastery Swiftspear and Eidolon of the Great Revel - though you're probably want to be more spell based to play your burning man and snipe off creatures; if you were inclined to add black Bump in the Night does work. If you were to add white Boros Charm is super solid. Lastly, Shard Volley usually gives people a tad more extra reach.
4 months ago
I have to agree with JKRice and matti_4_4. You need more Gifts piles, the most obvious one being Languish/Ritual of Soot/Day of Judgment/Supreme Verdict/Damnation/AEtherize. I think 4x Path to Exile and Lingering Souls is perfectly fine, but you may want to supplement them with more removal. Especially with removal that helps make more Gift piles and has lifegain. Unfortunately, since this is a budget deck, you're not playing a fourth/fifth color for stuff like Lightning Helix. You may have to use something like Oath of Kaya.
Your hardest matchups are Burn and Tron. Other decks you can just 1-for-1 them and then bamboozle their deck with a single Gifts Ungiven. Burn eats away quickly at your life total, while Tron is the same speed as you but it has much better cards. The easiest way to deal with both of these decks game one is Inquisition of Kozilek. You take away those Goblin Guides and Expedition Maps before things get too out of control. You also need a sideboard to further help deal with these two archetypes. Kor Firewalker dumpsters Burn, while you'll need stuff like Disenchant and Rain of Tears to deal with Tron.
Blood Baron of Vizkopa is super-secret tech. It can't die against most of the decks in Modern and helps you play around graveyard hate when they can eat your Unburial Rites. It's not a card you need in game one, though. You don't want to have too many win conditions between your maindeck creatures and manlands. You probably don't need 2x Grave Titan for similar reasons. I'd suggest cutting at least one of them.
Lastly, if you're having trouble deciding what removal to use, go with silver-bullet hard counterspells. Stuff like Dispel, Spell Snare, Absorb, and Essence Scatter can go a long way. The only issue is that you're already really strong against other control decks, which is where these cards usually shine. They do, however, make Mystical Teachings more appealing as a "fifth" copy of Gifts Ungiven.
4 months ago
No Infect deck, even in legacy if I'm mistaken, runs a lot of creatures. First because there's no point. Infect decks are not meant to fill the board and overwhelm the opponent. Instead, at least in this version, the idea is to control the game via discard and removal to allow my creatures to get through. Second, they would just make the deck clunky, especially in black where there isn't a whole lot of "useful" creatures like green has. And last, there's plenty of discard to make sure my opponents don't have enough removal for my creatures.
I also know the deck is weak against burn, it's one of the main weaknesses. That's why I opted to run Mazemind Tome instead of the regular Sign in Blood type cards. Collective Brutality is also meant to help since it kills stuff like Goblin Guide and Monastery Swiftspear while also being able to gain me life and potentially discarding a burn spell. However, just to make sure, I added two copies of Dragon's Claw to the sideboard to ensure I have a better chance against one of my worst matchups.
5 months 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