Legion Warboss

Legion Warboss

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.

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Set Rarity
Guilds of Ravnica (GRN) Rare

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Tokens

Legality

Format Legality
Leviathan Legal
Legacy Legal
Arena Legal
Casual Legal
Commander / EDH Legal
Pioneer Legal
Vintage Legal
Limited Legal
Block Constructed Legal
Historic Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Duel Commander Legal
1v1 Commander Legal
Unformat Legal
2019-10-04 Legal
Tiny Leaders Legal
Highlander Legal

Latest Decks as Commander

Legion Warboss Discussion

forneyt on Mono red goblins

1 week 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.

Take out:

-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

Add in:

3x Mountain

1x Goblin Chieftain

1x Goblin King

3x Warren Instigator

4x Goblin Bushwhacker

4x Conspicuous Snoop

2x Krenko, Tin Street Kingpin

2x Legion Warboss

Jerkasaurus on What Do You Mean They're Everywhere?!

3 weeks 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.

jakeyuki12 on Adriana kicks your door in

4 weeks 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.

2) You're running Goblin Rabblemaster; if you like his effect may I recommend Legion Warboss? He's another easy way to make cheap tokens turn after turn.

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?

NKlim on WR Amonkhet Aggro

1 month ago

I feel like Outnumber would be a good replacement for Skred in a battle cry style deck. Legion Warboss is also good, I would definitely play him over the trail as he always put down consistent pressure where the trial of solidarity is an anthem that doesn't stick around. Nice work!

Nemesis on Cube additions

1 month ago

Azeworai on Die! Die! Die!

1 month ago

Ah, yes. I have a Jund sacrifice deck myself with Mr. Oakenshield at the helm, though Korvold is quite the powerful engine.

I see a few things problematic with the decklist. First, a distinct lack of ramp. Two, a lack of early game, which can be fixed by ramp. Three, there are a lot of places to fit creatures to die.

So, what I would recommend:

Mana dorks are fantastic in aristocrat decks, for they can be sacrificed if they must. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Elves of Deep Shadow, and Boreal Druid each fill the best role at one mana. I've enjoyed Skull Prophet greatly, for it fills the graveyard with fodder.

Other than that, two mana ramp is best. But you're in Green! Get those Arcane signets out of here. Rampant Growth, Nature's Lore, Into the North (try a few snow basics), Cultivate, and Kodama's Reach are all lovely.

Then, of course, there are some includes that should go in most aristocrat lists:

  1. So, Yawgmoth, Thran Physician is the single greatest card for this style of deck. It offers draw, murder, sacrifice, and cannot be tapped by Aphetto Grifter. Run it despite the ten-dollar price limit.

  2. Midnight Reaper and Grim Haruspex each fill a smiliar role, though Liliana's Standard Bearer is one I have much enjoyed. Dark Prophecy does much.

  3. More sacrifice outlets! Goblin Bombardment is fantastic, Carrion Feeder is cheap whiles growing massive, New Erebos draws some cards, Rankle is an engine by itself, and Yawgmoth is the best.

  4. There are some things that offer much to die. Goblin Rabblemaster and Legion Warboss each fill the board apace.

  5. So, let's add far more creatures than is deemed sanely necessary. Satyr Wayfinder, Gatecreeper Vine, and Sylvan Ranger can fill the slot of a land. Reclamation Sage can be a removal spell.

  6. Liliana, Heretical Healer  Flip transforms far too eath in strategies such as this. Grisly Salvage can fuel graveyard chicanery. And Once Upon a Time is something I put in literally every green deck I own, for it is most potent.

  7. Living Death ends games. It gets back all from the bin, then murdering all opponents withal Blood Artist.

Alright, now upon what I would ablate:

Chittering Witch is too slow for fodder and the sacrfice ability is not gratis. Thrashing Brontodon is too much mana. Mazirek just doesn't do enow; she wishes to put counters upon creatures that are meant to die. Deathsprout is too much mana. Deflecting Swat seems lacking. Find / Finality is just too much to cast. Taste of Death is actually just useless. Witch's Oven is too limited.

Okay then. That shall be all from me! You may peer upon my list here if you care.

Happy snuffing!

BioProfDude on Mono-R Goblins

2 months ago

I would drop Burning-Tree Emissary for Legion Warboss. I also get what you're doing with Torbran, Thane of Red Fell, but I'd go to no more than 2x, probably just 1x, and add Wild Slash. Same for Obelisk of Urd. A copy or two of Ramunap Ruins might also be good.

Cool deck! Good luck!

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