Creature — Goblin Soldier
Battalion — Whenever Legion Loyalist and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by tokens this turn.
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|Commander / EDH||Legal|
Latest Decks as Commander
Legion Loyalist Discussion
2 months ago
Definitely an interesting deck! I feel like you have some less useful creatures like the Vampire of the Dire Moon , Borderland Marauder and Griffin Sentinel . Having more creatures like Ankle Shanker , Legion Loyalist and Honored Crop-Captain would probably be better. Also, maybe swap out the Sorcery, Artifact and Enchantment cards for those good Instant cards you have. I always try to focus more on playsets (4) of my core cards, rather than try to have a bit of everything.
2 months ago
3 months ago
I'm glad I could help! I have some other suggestions if it's no longer budget (I won't include Mana Crypt an stuff though haha) and you want to improve it some more: I see that you also have Ohran Frostfang , which is a great deterrent for your opponents deciding to block. Another good source of Deathtouch could be Bow of Nylea , which also does some other cool abilities on top of giving deathtouch. Some other good drawing enchantments include Garruk's Uprising , Elemental Bond , and Colossal Majesty . Since you run anthems, these guys can trigger on your weenies too. If you want something more consistent, Beast Whisperer and Mentor of the Meek are also good draw power. A fun card that puts creatures onto your opponent's side of the board is Hungry Lynx , especially because it gives your commander protection from the creatures it makes! Legion Loyalist seems perfect in this deck since he gives all your creatures first strike, trample, and evasion from tokens, and all of those things make it easier to get the goad trigger. Dragonmaster Outcast and Emeria Angel can make even more flying tokens to get that sweet goading trigger. Feldon of the Third Path seems good for when things are inevitably in the graveyard and you want to use them. Blade of Selves lets you use a creature you already have even more! Some other ramp that you haven't included is Selesnya Signet , Sol Ring , Rampant Growth , and Sword of the Animist . Anthems that you might consider are War Horn , Spear of Heliod , and Glory of Warfare .
The cards I would cut include: The small creatures with only a landwalk ability, like Dwarven Grunt and Treetop Scout ( Dryad Sophisticate is good, though). They are limited in their ability to get in for damage, and don't do much else beyond that, which makes them your more weak cards. I agree with your decision to try to cut the Hunted Troll , but the Hunted Dragon seems good since you can swing immediately and goad the tokens it makes. Although the Soltari creatures with shadow are good, I think you may have too many of them--they are intensive, and only Soltari Champion and Soltari Visionary really do anything when you use them. The Healer's Hawk and Segovian Angel are basically really bad Serra Ascendant s. If you want the 1-drop, maybe consider Figure of Destiny (gets bigger) or even Rhys the Redeemed (makes tokens). Citadel Siege and Dictate of Heliod are too slow and/or costly to make an impact, in my opinion. You know your meta better though.
5 months ago
Nice deck on a budget, really good job keeping your avg. cmc down. I do have a few suggestions and I'll try to keep it budget(ish) friendly.
Must Have: Feed the Swarm should allow you to drop Meteor Golem. I know Chaos Warp/Feed the Swarm aren't as easily reusable but you should be prioritizing removing problematic enchantments like Solemnity or Rest in Peace anyways.
Attack Away From Throne: Drana, Liberator of Malakir allows you to attack who you need to when you need to. Thanks to first strike, the rest of your team will get their counters before regular combat damage.
Surprise: Legion Loyalist is a stud here thanks to haste. Only for a surprise first strike, trample, and tokens can't block for my whole team is amazing. Just don't play him like a typical 1 drop but rather with the goal of activating Battalion that turn.
Finisher: Jokulhaups will clear out everything except enchantments while your creatures all come back at the end of turn to wreck face. It can be a dick move but it'll end games.
Feel free to check out my list for inspiration. It's one of the top rated Marchesa lists on this site, it has a huge maybeboard to help people, and there's also over 100 comments to sift through for more ideas. Upvotes on any of my decks are appreciated. Got 99 Upvotes And A Bitch Ain't One - Marchesa
8 months ago
So I put together a Marton Stromgald deck together focusing on pumping out lots of tokens and then going in with a big swing after Marton makes them big and getting them through with cards like Legion Loyalist or Goblin War Drums... but after I built it I started wondering if I should just turn it into a goblin tribal deck with Krenko, Mob Boss at the helm and Marton just in the 99 as a finisher... so I just wanted an outside opinion before I did anything
9 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
9 months ago
Looking at some party cards, the problem I'm coming across is lack of synergy but I'll recommend some anyway. You really want your commander out early with as many ETBs as you have and being how aggressive he is.
Grenzo, Dungeon Warden: Rogue. Gives you a decent body with repeatable card advantage.
Grenzo, Havoc Raiser: Rogue. Either card advantage or point the biggest (or weakest utility) creature at another player.
Rankle, Master of Pranks: Another rogue. Less synergistic but he has three modes and haste. Plus, you can choose as many modes as you like.
Neheb, Dreadhorde Champion: Warrior. Red ramp and card fixing.
Priest of Forgotten Gods: Cleric. Potential card advantage and removal plus ramp.
Kazuul, Tyrant of the Cliffs: Warrior. Provides plenty of deathtouch chump blockers with your commander.
Mikaeus, the Unhallowed: Cleric. Allows all of your creatures to die once and come back. Plus, kills any human that gets through.
Gonti, Lord of Luxury: Rouge. Neat. Not the greatest in a vacuum but replaces himself, normally with something good.
Anarchist: Wizard. If you get more spells then maybe.
Cinder Seer: Wizard. Not the best pinger but a pinger nonetheless.
Coffin Queen: Wizard. Playable effect.
Dismissive Pyromancer: Wizard. Decent rummage affect and can take one guy out.
Embermage Goblin: Wizard. Not the best pinger but possibly playable. Hits any target.
Fervent Paincaster: Wizard. Hits creatures.
Fireslinger: Wizard. Best pinger so far at 2 cmc. Hits any target.
Nezumi Graverobber: Rogue/Wizard. Starts off as a graveyard hating rogue and turns into a grave stealing wizard.
Going through cards and the party subtheme seems a bit sad. Some of the above are decent but there isn't a ton to go on in my opinion.
On the first strke though, there are a million cheap red spells that grant first strike temporarily as an instant or as an enchantment. I would recommend running 1 or 2 of the instants to keep opponents on their toes when they think about blocking you.
As for creatures,
Soul of Shandalar: Mana wise, not the best. But can ping and has built in first strike.
Sparring Collar: Cheap first strike and can be attached instant speed to either dissuade blocks/attacks or murder something.
Sword of Vengeance: I don't think its as good as above due to not being able to move at instant speed, but it grants vigilance as well. It is nice to keep a first strike flying blocker up after it attacks.
Akki Coalflinger: Way to help out the team.
Legion Loyalist: Way to help out the team. (My favorite of the team helping bunch).
Bloodmark Mentor: Way to help out half of the team.
Akroma's Memorial. Expensive but a classic.
I think a couple or few first strike options would work out. As for cards that I think you could do better than,
Endbringer: Potentially a great card but I wouldn't count on using his other effects with as little colorless mana sources that you have.
Master of Cruelties: Can be good but typically best if saved for kalia combos. He shuts down attacking with everyone else which limits you to dealing with one opponent at a time.
Rakdos Firewheeler: Not bad but repeatable effects may be better.
9 months 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.