Creature — Goblin Rogue
When Goblin Instigator enters the battlefield, create a 1/1 red Goblin creature token.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Goblin Instigator Discussion
1 week ago
Hey Gattison, I agree that is how the universe works =).
Removing a Gryff would be problematic, because sometimes it's hard to draw eldrazi, having only 7 of them.
As for Goblin Chirurgeon , motion approved! I only need to acquire them.
Thanks for the advice! Cheers!
1 week ago
I love goblins, so I love this deck. That's just the way the universe works. However, it was the Lovecraft reference that brought me here. That is also how this universe works.
1 month ago
I think with how many tokens Mogg War Marshal and Goblin Instigator make, the goblin gathering might be a little overkill but they are very on flavor. I think cutting two of them in favor for Lightning Bolt or Goblin Grenade for some flavor points might be better and give you interaction (and also gets rid of Gurmag Angler
Goblin Chirurgeon would be a good card to keep your crushers on the field because of how prominent removal is. Might be better for sideboard but its a fun card I love using!
Would love to see "Gobdrazi" become a meta deck one day this looks like fun and also flavorful! +1
1 month ago
Hey lobsternips! Thought I'd jump in and give you my take on what you've got going on. Your noncreature spells look fantastic, not much I would take out, but if you can find a way to fit in some creature recursion in Rise of the Dark Realms or Thrilling Encore with your mass creature destruction in dictate or Killing Wave . Also bounce-type effects like Conjurer's Closet could make use of your etb effects, you'd definitely see some usefulness there. The only problem I see with this deck is its SUPER heavy into red, there are some non-red Goblins out there, but you'd basically be playing a Red deck splashing white and black for support. However, Goblins are funny and mean just like Negan.
Creature Suggestions Show
Goblin Recruiter : Very good for Goblin decks, worth an inclusion in my opinion.
Goblin Chirurgeon : Decent if you have enough Goblins in play. Protects your board from most board wipes.
Warren Instigator : Very good for this deck, basically free cast your Goblins when he connects.
Wort, Boggart Auntie : Really nice built in recursion on a creature. Would work really well considering the gameplan you have.
Goblin Sledder : You ever want to ride a Goblin?
Species Specialist : Nice little inclusion to draw your whole deck when the time comes.
Munitions Expert : Kaboom am I right?
Ib Halfheart, Goblin Tactician : Cheeky little Goblin man. Makes your 1/1s explode when they're blocked.
Goblin Tribal spells Show
- Boggart Birth Rite : Decent little recursion spell.
- Fodder Launch : Synergystic kill spell for Negan, Goblins and making your opponent mad.
- Warren Weirding : Good if you target yourself, and also good if you target your opponents.
- Boggart Shenanigans : Targets players and walkers. Very good when you're ready to wipe your own board.
- Brightstone Ritual : Not really a tribal spell, but very VERY good for mana ramp. Would work wonders with Goblin Offensive .
- Last-Ditch Effort : Funny card, fitting art. Killer with Dictate of Erebos .
Utility Cards Show
- Throne of the God-Pharaoh : If you're going wide, this is a fantastic inclusion. Swing in at everyone and then have them all lose a TON of life.
- Vault of the Archangel : I love Behind the Scenes so much. Very good inclusion. But what if they had Deathtouch and Lifelink for basically the same cost? Worth thinking about lol
- Talisman of Hierarchy : To complete your Talisman set!
Hope I helped some, I probably didn't seeing as I gave more inclusion suggestions rather than cuts. If you decide on doing one thing like "Go Wide" or "Go Tall", adjust your cards to reflect that. Aside from that good luck on your deckbuilding!
4 months ago
Hello friend, great deck. Is there any particular reason you dont have Goblin Instigator ? Since you have Dragon Fodder and Krenko's Command I figured that would be included as it has more synergy with Muxus, Goblin Grandee and other goblin tutors.
4 months ago
4 months ago
(March 2021) I am currently considering swapping:
10 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