ForgottenLords
1k views23 hrs ago
Commander
Size: 100Salt sum: 27.88
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Deck Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck started its existence as a more traditional "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" go wide Goblin tribal deck, but I found that gameplay to be too boring and conventional so it underwent a design shift inspired by a "},{"attributes":{"italic":true},"insert":"bad"},{"insert":" standard deck I had years ago built around making firebreathing creatures unblockable and getting in for big chunks of damage.\n\nOne potential issue with this deck is a relative lack of interaction with opponents gameplans due to that lack of removal and protection in sufficient quantities.\n\nI have a narrative head-canon that the goblins and in this deck are stealing equipment from places they shouldn't be able to such as Nissa's "},{"insert":{"card-link":"Sword of the Animist"}},{"insert":" and Boromir's "},{"insert":{"card-link":"Horn of the Mark"}},{"insert":". Mana sinks are intended to be found in the form of firebreathing effects or other repeatable creature abilities rather than in the traditional big "},{"insert":{"card-link":"Fireball"}},{"insert":" red is known for. \n\nGameplay"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As with many Aggro decks this one does rely on having early turn plays, and the ideal for this deck is a firebreathing 1 drop followed by "},{"insert":{"card-link":"Hazoret, Godseeker"}},{"insert":" on turn 2 to start beating in turn 3 and getting the Max Speed early. If opponents are not playing out creatures very quickly then the need to play out the tunnellers is reduced and effort can instead be put towards trying to ramp or develop a board. I haven't played the deck enough to know if its strength is in early aggression or more measured plays.\n\nMid game comprises of tunnelling firebreathing creatures into opponents faces and dumping in as much mana as can be justified for the attack while not losing momentum on the board development. Maintaining enough card draw can be a challenge given the relatively low cost of most spells in the deck and the desire to cast them out as blockers. The deck doesn't contain a lot of interaction pieces so use them sparingly. Mana usage in this phase of the deck will need to be considered carefully as dumping all the mana into firebreathing attacks leaves you open to removal as a counterplay, or not having mana up to firebreathe defensively if needed. \nWith a low mana cost for many creatures in the deck, the hope is that recovering from board wipes may be possible but this deck may well be a one trick pony that will either snowball or be shut down by more powerful synergies at this stage of the game.\n\nThe late game will start with the availability of the damage multipliers like "},{"insert":{"card-link":"Inquisitor's Flail"}},{"insert":" or "},{"insert":{"card-link":"Dictate of the Twin Gods"}},{"insert":" or even the sheer raw mana output potential of "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" or "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" to force through what would ideally be unblockable lethal damage.\n\nBracket"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I see no reason this deck is anything other than a Bracket 2\n\nA Few Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" is intended to get big naturally so will not be able to make full use of regular tunneling abilities and will need to use effects like "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" or "},{"insert":{"card-link":"Prowler's Helm"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ideally any card draw effect would be repeatable, but unless "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" or "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":" prove lacking, they will remain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The classic "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" and Snow-Covered Lands combo is alive and well giving you mana ramp without granting it freely to your opponents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":" is an experimental defensive piece that relies on your hand size being manageably low so as to avoid allowing big meatballs to attack you, while also having 1 or 2 cards to allow your 2-power creatures to attack before they get big"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Because a creatures power is used for the Stationing ability, "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" can be stationed quickly in some situations, and then the mana spent to improve those creatures can immediately reclaimed by the second ability of there is another untapped creature with firebreathing available. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Alena, Kessig Trapper"}},{"insert":" has some potential blowout opportunities despite the conditional nature of her ability. A Hasty firebreathing creature can attack and get pumped and make that mana available again to be put into another firebreather that is attacking if desired, or just put towards other juicy spells."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" can theoretically be a straight up finisher with enough mana or damage multiplication."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Despite the general lack of power boosting anthem effects, there does remain a bit of support for swinging with all creatures and boosting them with "},{"insert":{"card-link":"Moonveil Dragon"}},{"insert":" however the token engine in this deck to go really wide has been pulled back since its original form and may just be a wasted card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":" is in this deck largely due to the fact this is my Mono-Red deck that has sufficient Mountains to trigger it. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Hazoret, Godseeker"}},{"insert":" in the command zone, some of the evasion creatures could be swapped out for more firebreathers or general utility pieces."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Commander
Hazoret, Godseeker
Indestructible, haste
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
Legendary Creature - God

Commander
(CTRL to add secondary)
Damage Multiplier
Collective Inferno
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment

Quest for Pure Flame
Whenever a source you control deals damage to an opponent, you may put a quest counter on this enchantment.
Remove four quest counters from this enchantment and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Remove four quest counters from this enchantment and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Enchantment

The Rollercrusher Ride
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
Legendary Enchantment

Damage Multiplier
(CTRL to add secondary)
Draw
Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment

Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment

Draw
(CTRL to add secondary)
Firebreathing
Debris Field Crusher
When this Spacecraft enters, it deals 3 damage to any target.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
8+ | Flying
: This Spacecraft gets +2/+0 until end of turn.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
8+ | Flying
: This Spacecraft gets +2/+0 until end of turn.
Artifact - Spacecraft

Everflame Eidolon
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
: This creature gets +1/+0 until end of turn. If it's an Aura, enchanted creature gets +1/+0 until end of turn instead.
Enchanted creature gets +1/+1.
: This creature gets +1/+0 until end of turn. If it's an Aura, enchanted creature gets +1/+0 until end of turn instead.
Enchanted creature gets +1/+1.
Creature Enchantment - Spirit

Stonewright
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Stonewright is paired with another creature, each of those creatures has ": This creature gets +1/+0 until end of turn."
As long as Stonewright is paired with another creature, each of those creatures has ": This creature gets +1/+0 until end of turn."
Creature - Human Shaman

Firebreathing
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Ramp
The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Village Pillagers
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When this creature enters, it deals 1 damage to each creature your opponents control.
Whenever a creature an opponent controls with a counter on it dies, you create a tapped Treasure token.
When this creature enters, it deals 1 damage to each creature your opponents control.
Whenever a creature an opponent controls with a counter on it dies, you create a tapped Treasure token.
Creature - Goblin Warrior

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Deck Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck started its existence as a more traditional "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" go wide Goblin tribal deck, but I found that gameplay to be too boring and conventional so it underwent a design shift inspired by a "},{"attributes":{"italic":true},"insert":"bad"},{"insert":" standard deck I had years ago built around making firebreathing creatures unblockable and getting in for big chunks of damage.\n\nOne potential issue with this deck is a relative lack of interaction with opponents gameplans due to that lack of removal and protection in sufficient quantities.\n\nI have a narrative head-canon that the goblins and in this deck are stealing equipment from places they shouldn't be able to such as Nissa's "},{"insert":{"card-link":"Sword of the Animist"}},{"insert":" and Boromir's "},{"insert":{"card-link":"Horn of the Mark"}},{"insert":". Mana sinks are intended to be found in the form of firebreathing effects or other repeatable creature abilities rather than in the traditional big "},{"insert":{"card-link":"Fireball"}},{"insert":" red is known for. \n\nGameplay"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As with many Aggro decks this one does rely on having early turn plays, and the ideal for this deck is a firebreathing 1 drop followed by "},{"insert":{"card-link":"Hazoret, Godseeker"}},{"insert":" on turn 2 to start beating in turn 3 and getting the Max Speed early. If opponents are not playing out creatures very quickly then the need to play out the tunnellers is reduced and effort can instead be put towards trying to ramp or develop a board. I haven't played the deck enough to know if its strength is in early aggression or more measured plays.\n\nMid game comprises of tunnelling firebreathing creatures into opponents faces and dumping in as much mana as can be justified for the attack while not losing momentum on the board development. Maintaining enough card draw can be a challenge given the relatively low cost of most spells in the deck and the desire to cast them out as blockers. The deck doesn't contain a lot of interaction pieces so use them sparingly. Mana usage in this phase of the deck will need to be considered carefully as dumping all the mana into firebreathing attacks leaves you open to removal as a counterplay, or not having mana up to firebreathe defensively if needed. \nWith a low mana cost for many creatures in the deck, the hope is that recovering from board wipes may be possible but this deck may well be a one trick pony that will either snowball or be shut down by more powerful synergies at this stage of the game.\n\nThe late game will start with the availability of the damage multipliers like "},{"insert":{"card-link":"Inquisitor's Flail"}},{"insert":" or "},{"insert":{"card-link":"Dictate of the Twin Gods"}},{"insert":" or even the sheer raw mana output potential of "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" or "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" to force through what would ideally be unblockable lethal damage.\n\nBracket"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I see no reason this deck is anything other than a Bracket 2\n\nA Few Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" is intended to get big naturally so will not be able to make full use of regular tunneling abilities and will need to use effects like "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" or "},{"insert":{"card-link":"Prowler's Helm"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ideally any card draw effect would be repeatable, but unless "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" or "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":" prove lacking, they will remain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The classic "},{"insert":{"card-link":"Extraplanar Lens"}},{"insert":" and Snow-Covered Lands combo is alive and well giving you mana ramp without granting it freely to your opponents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":" is an experimental defensive piece that relies on your hand size being manageably low so as to avoid allowing big meatballs to attack you, while also having 1 or 2 cards to allow your 2-power creatures to attack before they get big"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Because a creatures power is used for the Stationing ability, "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" can be stationed quickly in some situations, and then the mana spent to improve those creatures can immediately reclaimed by the second ability of there is another untapped creature with firebreathing available. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Alena, Kessig Trapper"}},{"insert":" has some potential blowout opportunities despite the conditional nature of her ability. A Hasty firebreathing creature can attack and get pumped and make that mana available again to be put into another firebreather that is attacking if desired, or just put towards other juicy spells."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" can theoretically be a straight up finisher with enough mana or damage multiplication."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Despite the general lack of power boosting anthem effects, there does remain a bit of support for swinging with all creatures and boosting them with "},{"insert":{"card-link":"Moonveil Dragon"}},{"insert":" however the token engine in this deck to go really wide has been pulled back since its original form and may just be a wasted card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":" is in this deck largely due to the fact this is my Mono-Red deck that has sufficient Mountains to trigger it. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Hazoret, Godseeker"}},{"insert":" in the command zone, some of the evasion creatures could be swapped out for more firebreathers or general utility pieces."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
























































