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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Goblin War Strike
Sorcery
Goblin War Strike deals damage equal to the number of Goblins you control to target player.

![Ib Halfheart, Goblin Tactician feature for Ib Halfheart, Goblin Sac-tician [PRIMER]](http://static.tappedout.net/mtg-cards-2/jumpstart-2022/ib-halfheart-goblin-tactician/femme_fatale-ib-halfheart-goblin-tactician-j22-16695229730.jpg)

NeoLegacy on
Goblin Tweakers
3 months ago
Balaam__ I did decide to replace Goblin War Strike with Reckless Abandon, for two reasons. First, in the end really isn't enough goblins in the deck to warrant a big hit with War Strike, and it would be too inconsistent. With Reckless Abandon it's going to be a more consistent 4 damage, and in a perfect scenario I can trigger both, Fanatical Firebrand and or Reckless Lackey sacrifice to trigger both Reckless Abandon and Goblin Grenade at the same time. Up too 10 damage for two mountains? I'll take it lol, even if it's a slim chance.
Balaam__ on
Goblin Tweakers
3 months ago
@NeoLegacy there’s a path toward running both, but you’d need to implement more pseudo-protection to keep your goblin count as high as possible for a worthwhile payoff. Red is notoriously bad at shielding stuff, so you’d want to incorporate cards like Borrowed Hostility or Crowd's Favor in conjunction with buffs like Barge In to grant them First Strike so they leave combat relatively unscathed. I think to run both Goblin War Strike and Reckless Abandon together you’re looking at a different core deck structure.
I realize I’m peppering you with possible directions to take the deck, but that’s half the fun—deciding what path you’d like to take and then optimizing for it. You have a really good base here that could go a number of different routes, but I’d definitely recommend picking just one and doubling down on it in order to stand the best possible chance of a win.
-edit—oops, I confused Reckless Abandon with another card! My mistake.
NeoLegacy on
Goblin Tweakers
3 months ago
Balaam__ I could potentially see replacing, Goblin War Strike with Reckless Abandon. It would be more consistent, I’ll have to chew on that idea.
Sliverguy420 on
Goblin Tweakers
3 months ago
if you're willing to use cards above MV 1, theres plenty of cards to make goblin tokens for your Goblin War Strike. things like Krenko's Command, Hordeling Outburst, Dragon Fodder, Goblin Instigator, and Kuldotha Rebirth
wallisface on Pauper Storm Update Help
9 months ago
PauperPower I goldfished 10 games to get an idea of what the deck is doing. to also get a gauge of deck consistency, I didn't mulligan (which is obviously not realistic to real gameplay, but also in the real world you'd have an opponent interacting with the deck). I played until the end of turn 4 to see how reliably the deck could goldfish a win by that stage.
- Game 1: 15 damage
- Game 2: 9 damage
- Game 3: 12 damage
- Game 4: 6 damage
- Game 5: 15 damage
- Game 6: 20 damage!!
- Game 7: 0 damage (it was a bad hand, all land and mana-gain effects)
- Game 8: 10 damage
- Game 9: 4 damage
- Game 10: 15 damage
Things I noticed from these games:
-
Distant Melody was almost always a very awkward/bad card to have in hand. Most of the time this was a dead-card in hand, and every time I drew more than 1 of these the game was disastrously bad.
-
The deck felt like it needed a TON of things to go right to actually start making progress. It needed cards that made goblins, and also cards that provided mana, and also something to actually turn all that momentum into damage (i.e. Goblin Bushwhacker
or Goblin War Strike). It felt like there was a lot of pieces required to get any progress, and in a LOT of the games I only drew into two of those 3 required components.
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The general lack of turn 1 plays made it very hard to establish a board that could present lethal by turn 4.
-
both Seat of the Synod and Silverbluff Bridge felt terrible to be playing as the land for turn. Seat of the Synod because the deck is sooo-reliant on red-mana-pips, and any attempt to "storm off" was usually hampered by it not providing red. Silverbluff Bridge just felt terrible in that it was sooo slow for a deck trying to do things quickly.
-
It almost never felt viable to blow up your own lands to Kuldotha Rebirth. I was very lucky that most of the games I also had a Experimental Synthesizer in hand - but I can't imagine ever wanting to sacrifice a land unless it's part of the winning turn of the game.
-
The best cards in the deck felt a LOT like Experimental Synthesizer, Kuldotha Rebirth, Goblin Bushwhacker
, Goblin War Strike, and Brightstone Ritual.
-
Battle Hymn felt kindof bad in that a lot of the time it's only gaining you 1-2 mana. But also the 2-mana cost was actually a lot more awkward than i'd expected, as far as trying to cast this while also having a board state.
I think overall the deck felt too slow, and far too inconsistent. I would be removing Distant Melody, Battle Hymn, and the blue lands.
PauperPower on Pauper Storm Update Help
9 months ago
sergiodelrio haha fair point, I'm very minimalist with my deck descriptions. I've updated it now, posting it here as well incase it hasn't updated on my page yet.
What I'm looking for help with is potential card upgrades and where to slot then for a bit more consistency. I'd like more resilience, but Im not sure that's possible with this list.
I've seen people in newer versions that no longer run Shared Discovery using "Name Sticker" Goblin but that card has since been banned, so I'm just looking for newer cards that I've missed or just haven't consideree that could help this run a tiny bit smoother.
Thanks!
The Plan:
So part one of the plan is to get a bunch of goblin tokens on to the board with effects like Dragon Fodder, Krenko's Command, and Kuldotha Rebirth.
Part two of the plan is casting Brightstone Ritual / Battle Hymn into Distant Melody / Shared Discovery. You do this as many times as you can to fill your board with goblins, and draw into your wincons.
The wincons in the deck are either a "storm" kill with Goblin War Strike, a combat damage kill with a kicked Goblin Bushwhacker, or some combination of the two.
Cards Not Previously Mentioned:
The artifact lands and Springleaf Drum are targets for Kuldotha Rebirth they also fix our mana to get the much needed blue mana to start our storm plan.
Faithless Looting helps turn through our deck(potentially letting us dig 4 cards deep depending on mana reserve) Manamorphose also helps us get through our deck a bit and mana fix.
Sideboard Plan:
Under Construction
jonjonhholt on
Mono Red Goblins
2 years ago
Goblin War Strike would be pretty fun in this list and certainly could replace mob justice in the sb. love the list tho!!