Creature — Goblin Soldier
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
|Have (3)||torterrapizza , metalmagic ,|
Combos Browse all
|Commander / EDH||Legal|
Legion Warboss occurrence in decks from the last year
Latest Decks as Commander
Legion Warboss Discussion
1 day ago
Filter Lands -> Thriving Lands + 5 Color Lands
Falta G para balancear
Quandrix Command , Draconic Intervention , Rip Apart , Venerable Warsinger , Daemogoth Woe-Eater , Daemogoth Titan , Incarnation Technique , Pest Infestation , Veyran, Voice of Duality , Laelia, the Blade Reforged , Tivash, Gloom Summoner , Essence Pulse
4 weeks ago
2 months ago
I really like that green has stuff like Progenitor Mimic , Scute Swarm , Spawnwrithe , Giant Adephage , and Permeating Mass , as well as Rhys the Redeemed . But I want a card like Brood of Cockroaches , Endless Cockroaches to be like that and Ogre Slumlord .
Creature - Insect
When a nontoken creature dies, at the beginning of the next end step, create a token copy of Cockroach Infestation.
This is designed to basically limit how combos using it can work. Also, it'll be amazing in a devotion deck, as every token is 3 devotion to black.
I'd like to see a White card that uses the Battalion/Mentor mechanic, and also creates token copies of itself, like Legion Warboss , making copies of itself, and monowhite.
6 months ago
Meanwhile, some cards that catalyze combat for you: Breath of Fury, Combat Celebrant, Dolmen Gate, Fury of the Horde (Gallia approved), Hellkite Charger, Invasion Plans, Legion Warboss, and Moraug, Fury of Akoum.
I'm not going to look up all of these last ones, but find some ways to close the loop with your graveyard, either using creatures like Eternal Witness that you can swing with to draw more cards, or guys like Feldon of the Third Path that can make great early-game use out of big beaters you discard turn 4.
6 months ago
Marton is a neat general. You might like these: Loyal Apprentice, Signal Pest, Varchild, Betrayer of Kjeldor, World at War, Relentless Assault, Savage Beating, Bravado, Torbran, Thane of Red Fell, Berserkers' Onslaught, Aether Chaser, Goblin Rabblemaster, Legion Warboss, Slate of Ancestry, Knollspine Dragon, Invasion Plans, Forbidden Friendship
7 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
7 months ago
This is pretty much the deck I have. Super cheap and easy to play. By turn 3 you can get krenko out and if no one keeps you pinned down you pretty much just win. I play my Krenko deck every once in a while because I know it works and people can get salty. I might add Skullclamp for draw, Reckless One for a big F-all card, Legion Warboss for a nice mentor card that also creates more goblins. This are my suggestions to put in your maybe board. Take a look at mine if you want to see another version of krenko EDH. I love that you put thornbite staff in, I bought one but don't have the heart to put it in my deck.
7 months ago
Hiya! Long time Boros player here.
I can see you've built yourself a really solid deck here. Just got questions a few card suggestions.
1) With the constant stream of X/1 tokens you've got going on, I recommend a copy of Skullclamp. You've already got Mentor of the Meek to draw cards off of the stream of tokens, Skullclamp takes that to the next level.
3) What is the reasoning behind running Meteor Golem? I typically see this card being run in either mono-color decks that struggle to get rid of permanents they otherwise can't get rid of (mono-black or mono-red with enchantments) or in decks that can produce a lot of colorless mana really easily. This deck doesn't seem to have either of those as white has the best removal in EDH.
4) Is there a reason you're not playing a copy of Sol Ring?