Hey everyone! Anyone who knows me would know that Goblins are my spirit-tribe. I love taking down immaculately tuned decks with a horde of low-cost, resilient ankle-biters backed up by assorted combat tricks. However, lately, I've been growing weary of the aggro life. If only there was some kind of loopy, super-impractical combo I could build around my rascals. So, to bust out of my listless malaise, I've decided to update an old-style extended deck based around Skirk Fire Marshal. It's time to wipe out our opponent by burning everything!
So how does it break down? Let's check out the core:
Skirk Fire Marshal - This is why we're here. Get four other goblins down, and activate! Luckily, our fearless leader survives his own assault, so we can re-use him if necessary. Mogg Maniac - Turns one activation into an auto-win. We need four. Moggcatcher - Tutors up Fire Marshal and other necessary pieces Goblin Recruiter - Helps line up our last few draws to make sure we hit our goal
So we need a lot of creatures to activate our combo, so here comes the flood!
Goblin Marshal - This tank works great with Moggcatcher. Bonus points if you get him out in time for the first activation so that your board isn't totally wiped for the second. Hordeling Outburst - A quick way to get three dudes on the board for protection and activation. Mutavault - I own one and have no use for it, so I've jammed it in here. It can help us hit that #5 slot for activation if needed. Spinerock Knoll - We hide away a goblin (for maximum lulz, a Goblin Marshal), then toss it into play after our first activation. It can make the second activation come quicker, which is always a plus.
Now, we depend on creatures for our combo. Creatures are a squishy lot prone to removal. So we need to protect them:
Goblin Chirurgeon - can regenerate the Fire Marshal or fill in the #5 slot toward activation. Rebuff the Wicked - What's that, you want to remove my combo piece? I shall rebuff that wickedness. Crown of Awe - Can prevent black removal effects while also helping our dudes survive an activation. Should prove quite useful.
One inherent problem with our strategy is that it hits US as well. So, I've decided to compensate for that:
Moonlit Wake - Helps gain life each activation. It's a lovely bonus that we gain a point when enemy creatures are destroyed as well. Righteous Aura - Basically our prison element. We can protect ourselves from enemy attacks and protect from spill-over damage from activation. Win-Win.
And finally, because we need to hit 4-5 cmc in a goblin deck, here are our accelerant module: Brightstone Ritual - Simple enough, and it can get the Fire Marshal out on turn 3 if we're dedicated and hitting our curve. Boros Garrison - Lovely on turn 1. Luckily it helps provide acceleration anytime, even if it slows us down in the short term.
So, that's the big baggy mess of tricks. Ideally, we can Fire Marshal on turn 4 with a Maniac in play for an insta-kill. I'm not sure if i'm "all-in" enough to run Simian Spirit Guide, though it's on my scratchpad. I also have a rulings question about Chirurgeon. I wonder if we can tap Goblins to activate Fire Marshal, then sacrifice some of the tapped goblins to save others before the effect happens. Basically, can I tap the goblins for activation, then in response sacrifice two of them to save the other two? I know it's a heady concept, and maybe it's smacks of 6th edition rules, but I hope it is possible!
I'm aware that this is a very loose list, and I'm open to feedback. What do you think?
I also have a rulings question about Chirurgeon. I wonder if we can tap Goblins to activate Fire Marshal, then sacrifice some of the tapped goblins to save others before the effect happens. Basically, can I tap the goblins for activation, then in response sacrifice two of them to save the other two? I know it's a heady concept, and maybe it's smacks of 6th edition rules, but I hope it is possible!
Let's answer the rules question first. Yes, you and every other player can respond to the activation of Skirk Fire Marshal, just like any other activated ability (that is not a mana ability). It will deal its damage when the ability resolves, any responses (spells/abilities) will happen before that.
My first thought for improving the deck is to cut white. You don't need it for the combo, and you don't need it to survive it. Life gain can be had in various ways from artifacts, and you can protect a creature with Apostle's Blessing.
Since Skirk Fire Marshal is the center piece of the deck, you should be running a full playset.
Mogg Maniac has a fellowship of other creatures with the same/better effect (though they are not goblins): Spitemare and Boros Reckoner. I would focus on this type of interaction, where one activation of the Marshal is game. This cuts the need for protecting yourself or gaining life.
A few damage spells won't come amiss, and they can help deliver the death blow after the Marshal activation. Red has a ton of suitable spells. If you run some Skirk Prospectors, you can even activate the Marshal, sac all your goblins to get mana, then use that mana to fuel such spells to finsih the game.
Hordeling Outburst is not the only card that can produce lots of goblins at once. There is also Siege-Gang Commander, which also provides damage by throwing goblins around. Goblin Rally gives you four goblin tokens.
Good to know that I can trigger Chirurgeon that way! Thanks!
White has a tenuous foothold in this deck. I'm going to look into artifacts that can assist me in similar ways. That being said, I strongly believe in Rebuff the Wicked and Righteous Aura. The former prevents disruption for a single mana. The latter not only prevents damage from the activation, but can also prevent damage from an opponent without having to sac a dude by chump blocking. If there are artifact or red spells with similar effects, I would prefer them. Until I find them, white is here to stay.
The reason Fire Marshal isn't a playset is because he can be easily tutored through Recruiter or Moggcatcher. In fact, I prefer using the latter since it brings our boy directly into play for less mana. He also ends up getting drawn naturally pretty often, even as a 3-of. Finally, there are no worse feel-bads than drawing a second 5-cmc Fire Marshal, unless we're facing removal.
I'm a big fan of Boros Reckoner! He's in my Blasphemous Act deck, and he would be great in the deck. Alas, he is a three drop that doesn't advance my activation. I can tutor up Maniac rather consistently, and Moggcatcher already takes four creature slots away from goblins.
Outburst is not the only card that produces a lot of goblins, but it's on curve for the deck. I would love to make room for Siege-Gang Commander! Though I feel like we lose value with Goblin Rally because it's paying 5 for 4. That being said, the latter is a great way to instantly reload for a second activation. I can see it as a 1- or 2-of.
Basically, whatever Goblins you want to stack on top, you just put 1 Ringleader on top of the pile. Then next turn you draw and cast Ringleader, causing you to draw 4 other goblin cards you had stacked on top. It also helps you avoid any card disadvantage / missing land drop issues from stacking your deck with Recruiter.
Here's the list:
3 Goblin Chirurgeon
1 Goblin Marshal
4 Goblin Recruiter
4 Mogg Maniac
4 Moggcatcher
3 Skirk Fire Marshal
2 Brightstone Ritual
4 Rebuff the Wicked
Sorcery (3)
3 Hordeling Outburst
Enchantment (9)
3 Crown of Awe
2 Moonlit Wake
4 Righteous Aura
2 Battlefield Forge
3 Boros Garrison
10 Mountain
1 Mutavault
4 Plains
1 Spinerock Knoll
2 Temple of Triumph
So how does it break down? Let's check out the core:
Skirk Fire Marshal - This is why we're here. Get four other goblins down, and activate! Luckily, our fearless leader survives his own assault, so we can re-use him if necessary.
Mogg Maniac - Turns one activation into an auto-win. We need four.
Moggcatcher - Tutors up Fire Marshal and other necessary pieces
Goblin Recruiter - Helps line up our last few draws to make sure we hit our goal
So we need a lot of creatures to activate our combo, so here comes the flood!
Goblin Marshal - This tank works great with Moggcatcher. Bonus points if you get him out in time for the first activation so that your board isn't totally wiped for the second.
Hordeling Outburst - A quick way to get three dudes on the board for protection and activation.
Mutavault - I own one and have no use for it, so I've jammed it in here. It can help us hit that #5 slot for activation if needed.
Spinerock Knoll - We hide away a goblin (for maximum lulz, a Goblin Marshal), then toss it into play after our first activation. It can make the second activation come quicker, which is always a plus.
Now, we depend on creatures for our combo. Creatures are a squishy lot prone to removal. So we need to protect them:
Goblin Chirurgeon - can regenerate the Fire Marshal or fill in the #5 slot toward activation.
Rebuff the Wicked - What's that, you want to remove my combo piece? I shall rebuff that wickedness.
Crown of Awe - Can prevent black removal effects while also helping our dudes survive an activation. Should prove quite useful.
One inherent problem with our strategy is that it hits US as well. So, I've decided to compensate for that:
Moonlit Wake - Helps gain life each activation. It's a lovely bonus that we gain a point when enemy creatures are destroyed as well.
Righteous Aura - Basically our prison element. We can protect ourselves from enemy attacks and protect from spill-over damage from activation. Win-Win.
And finally, because we need to hit 4-5 cmc in a goblin deck, here are our accelerant module:
Brightstone Ritual - Simple enough, and it can get the Fire Marshal out on turn 3 if we're dedicated and hitting our curve.
Boros Garrison - Lovely on turn 1. Luckily it helps provide acceleration anytime, even if it slows us down in the short term.
So, that's the big baggy mess of tricks. Ideally, we can Fire Marshal on turn 4 with a Maniac in play for an insta-kill. I'm not sure if i'm "all-in" enough to run Simian Spirit Guide, though it's on my scratchpad. I also have a rulings question about Chirurgeon. I wonder if we can tap Goblins to activate Fire Marshal, then sacrifice some of the tapped goblins to save others before the effect happens. Basically, can I tap the goblins for activation, then in response sacrifice two of them to save the other two? I know it's a heady concept, and maybe it's smacks of 6th edition rules, but I hope it is possible!
I'm aware that this is a very loose list, and I'm open to feedback. What do you think?
Mook's Cube!
Mook's Frontier Atarka Red Primer!
For more of my projects and brews, check out Clutch City Cardboard on Facebook, or at our domain.
Let's answer the rules question first. Yes, you and every other player can respond to the activation of Skirk Fire Marshal, just like any other activated ability (that is not a mana ability). It will deal its damage when the ability resolves, any responses (spells/abilities) will happen before that.
My first thought for improving the deck is to cut white. You don't need it for the combo, and you don't need it to survive it. Life gain can be had in various ways from artifacts, and you can protect a creature with Apostle's Blessing.
Since Skirk Fire Marshal is the center piece of the deck, you should be running a full playset.
Mogg Maniac has a fellowship of other creatures with the same/better effect (though they are not goblins): Spitemare and Boros Reckoner. I would focus on this type of interaction, where one activation of the Marshal is game. This cuts the need for protecting yourself or gaining life.
A few damage spells won't come amiss, and they can help deliver the death blow after the Marshal activation. Red has a ton of suitable spells. If you run some Skirk Prospectors, you can even activate the Marshal, sac all your goblins to get mana, then use that mana to fuel such spells to finsih the game.
Hordeling Outburst is not the only card that can produce lots of goblins at once. There is also Siege-Gang Commander, which also provides damage by throwing goblins around. Goblin Rally gives you four goblin tokens.
Other goblins, that might be of use are Murderous Redcap, Goblin Arsonist, Mogg War Marshal, etc.
Former Rules Advisor
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White has a tenuous foothold in this deck. I'm going to look into artifacts that can assist me in similar ways. That being said, I strongly believe in Rebuff the Wicked and Righteous Aura. The former prevents disruption for a single mana. The latter not only prevents damage from the activation, but can also prevent damage from an opponent without having to sac a dude by chump blocking. If there are artifact or red spells with similar effects, I would prefer them. Until I find them, white is here to stay.
The reason Fire Marshal isn't a playset is because he can be easily tutored through Recruiter or Moggcatcher. In fact, I prefer using the latter since it brings our boy directly into play for less mana. He also ends up getting drawn naturally pretty often, even as a 3-of. Finally, there are no worse feel-bads than drawing a second 5-cmc Fire Marshal, unless we're facing removal.
I'm a big fan of Boros Reckoner! He's in my Blasphemous Act deck, and he would be great in the deck. Alas, he is a three drop that doesn't advance my activation. I can tutor up Maniac rather consistently, and Moggcatcher already takes four creature slots away from goblins.
Skirk Prospector is gold! He's going in!
Outburst is not the only card that produces a lot of goblins, but it's on curve for the deck. I would love to make room for Siege-Gang Commander! Though I feel like we lose value with Goblin Rally because it's paying 5 for 4. That being said, the latter is a great way to instantly reload for a second activation. I can see it as a 1- or 2-of.
LOVE Murderous Redcap in this deck. Mogg War Marshal got cut in the final draft, but I think he's worth revisiting...
Thanks for the input!
Mook's Cube!
Mook's Frontier Atarka Red Primer!
For more of my projects and brews, check out Clutch City Cardboard on Facebook, or at our domain.
Basically, whatever Goblins you want to stack on top, you just put 1 Ringleader on top of the pile. Then next turn you draw and cast Ringleader, causing you to draw 4 other goblin cards you had stacked on top. It also helps you avoid any card disadvantage / missing land drop issues from stacking your deck with Recruiter.
Example pile:
You are very likely to win the game in 2-3 turns, even if you have no other board presence yet.
Another appealing choice is Goblin Matron, filling the 3 spot on the curve and helping find Recruiter or Fire Marshal.