Hellraiser Goblin

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Dandan Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Judge's Tower Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hellraiser Goblin

Creature — Goblin Berserker

Creatures you control have haste and attack each combat if able.

Quickspell on Build a Deck with Me …

3 weeks ago

If I may add a few other notes to your thought process.

At this point, you are already on the track of using known combos and putting them into a Naya shell. There are many other combos that can go with this, you just need to tutor for them.

Note that haste is an important aspect to this. Zealous Conscripts is much better than Hyrax Tower Scout or Sparring Mummy for this reason, even though both have cheaper mana value. Without haste, your million tokens will just be board-wiped. You could argue for redundancy, but the truth is that tutors and recursion such as Eternal Witness and Skullwinder are much better, because they add to your strategy with more flexibility.

Most creature tutors are green non-creature spells that search for green creatures. However, you want to keep the amount of non-creature spells low, because Ghired's ability doesn't apply to them. But there are some great tutors that can help you find your pieces:

Most of these cards use ETBs. If you can give them haste - ideally with creatures - you can cast them, make use of their ETB, and directly tap them with Ghired for value. Anger comes to mind, Hellraiser Goblin is great (you won't be attacking, because you are going to tap your creatures with Ghired), Yarus, Roar of the Old Gods can be okay. As for non-creature spells, you have Mass Hysteria, Concordant Crossroads, Fervor, Rising of the Day. Though I would probably only consider Hammer of Purphoros as it can create tokens.

As for the token doublers, I'm not sure if they really fit the deck. Sure, they are staples for token strategies. But what's the point of making infinite tokens go double? Mondrak, Glory Dominus and Ojer Taq, Deepest Foundation  Flip will put a bounty on your head which is not a good thing in a combo-deck. You want to stay under the radar until you can go off.
Mondrak only doubles creature tokens, so you are not making more treasures. And the other doublers like Anointed Procession, Parallel Lives etc. will not tap with Ghired. Since you also want to put in all the other Naya-staple enchantments like Smothering Tithe and Guardian Project etc., you will just fill your deck with non-creatures that don't synergize with your commander.

Some cards worth mentioning are:
- Illusionist's Bracers - Cloudstone Curio (create a creature token, return a creature with an ETB to your hand). - Helm of the Host

Coward_Token on Commander Legends: Battle for Baldur's …

2 years ago

Holy balls that's a lot of previewed cards, none of which I've ever seen before.

Mono-colored character commanders + Backgrounds is a good way of creating a new set of Partners without having to worry about synergy around the original ones. In the 99, the backgrounds seem to make pretty good pseudo-Auras for Voltron too.

I liked The Monarch so I expect to like The Initiative as well. The Undercity isn't super exciting (why single target burn and a glass cannon token for an EDH-specific set?) but the final room gives creature beatdown some love at least. I'm hoping that mono-white will receive some strong initiative cards, seeing as it's a color with both good evasive creatures and defense which places it in a good position to both take and keep the intitiative. I also hope there's some better dungeon reward cards this time around.

Bane's Invoker: I get that they wanted to make a mono-colored cycle that included all of the Dead Three, and that Bane is Lawful Evil, but mono-white still feels weird, especially when the flavor text uses the epiteth "The Lord of Darkness".

Abdel: Meh. Flash would have been cool here, especially at that cost.

Lulu: Seeing as wholesome and cute as she's supposed to be, it feels weird that she fits well at the helm of an Aristocrats deck. That smile ain't right either.

Commander Liara Portyr: Mmmm yes, I like this, even if she's slightly expensive. Beatdown support and boros card advantage? And it's impulsive draw where the risk of whiffing is greatly mitigated by built-in ramp, greatly ressembling Prosper, Tome-Bound while still doing it's own thing? Sorry, but allow me to indulge in a "Yasssss queen".

Fang Dragon: While it's at a humble common rarity, I could see this fitting in otherwise high-MV Dragon tribal decks for the decent Adventure part

Elminister: No surprise there. The -3 doesn't seem super appropriate for EDH but w/e, spellslinger scrying tribal sounds neat. Obviously, inspiration can be found in azorius Eligeth, Crossroads Augur decks

Raphael: Still waiting for a proper Demon tribal commander, a simple anthem with an evergreen keyword isn't going to cut it. Less personality than Zurzoth, Chaos Rider too

Myrkul: Hahah persist One with the Stars? That's so weird, I love it. You can tap out your dorks to cast a wrath, then tap their enchantment-copies to keep going!

Mazzy: Sigh, feels like the same mistake as Tiana, Ship's Caretaker; if Mazzy gets hit by a wrath, she's not going to be able to see the Auras fall off. Even if she could, Aura card's reliance on creatures is problematic, since you'll probably find yourself in situations where you first have to spend some mana on casting/creating a creature, then using whatever's left to save just some of the exiled Auras.

Battle Angels: Would it have been too good if it just said "more than you"?

Nautiloid Ship: neat that Vehicles are getting more EDH support, though reliance on mill feels a bit awkward

Tasha: Just one spell per "ultimate" activation! Cheecky synergy with her Laughter. Demon tokens kinda feels like flavor filler and I feel like she could cost one less seeing as she's quite slow and vulnerable, but w/e, still neat

Firkraag: I appreciate a good goader, but the Dragon tribal feels pretty incidental. Works with non-goad forced attacking for both your opponents' creatures (Goblin Spymaster) and your own (Hellraiser Goblin). (No Angel's Trumpet synergy tho.)

Cap' Ng...N'gh...whatever...: Feels like it'll be much more consistent than the often scarily big Umbris, Fear Manifest for Horror tribal

Nalia: Doesn't feel super white-black and go-wide beatdown isn't the best for EDH, but it's nice that party is getting some flavor-approprate love

BrassLord on Basic Goblin Deck

3 years ago

Hail, Goblin Brother! Krenko is a great introduction to playing commander goblins!

With Krenko, haste enablers are at a premium so you can start churning out gobbos as fast as possible, so things like Crystal Slipper , Purphoros, Bronze-Blooded Lightning Greaves Goblin Motivator Torch Courier Goblin Chieftain Goblin Warchief Hellraiser Goblin are all decent ways to get the goblin train rolling!

Not sure how you feel about infinite combos, but Kiki-Jiki, Mirror Breaker , Goblin Recruiter , and Conspicuous Snoop gives you infinite hasty tapped goblins that you can convert to infinite mana with Skirk Prospector or infinite damage with Mogg Fanatic . Moreover, your commander goes infinite with Thornbite Staff and either Goblin Sharpshooter or Ashnod's Altar .

Once your deck gets going, Goblin Assassin is a great way to keep your opponents creature count low

Goblin Chirurgeon has a weird name and is also useful in keeping Krenko around.

Over everything, I'd recommend Skullclamp . Mono red is notoriously known for it's difficulties in generating card draw. With the clamp, you're able to turn your board into pay one draw 2s. Bonkers value!

sboy4 on mutate combo

4 years ago

Play through the entire deck and win by either playing Thassa's Oracle or beating your opponent to death with haste from Hellraiser Goblin.

trashbread on

4 years ago

kpres yeah i forgot to mention the haste enablers. I kept the count low as thats the last resort win con and i wanted to go with ones with low cmc (so no Cyclops of Eternal Fury/Akroma's Memorial), no downside (Hellraiser Goblin), and were not enchantments (personal preference) or planeswalkers.

Planeswalkers are objectively bad in this deck in my opinion since Warp World does not put them onto the battlefield.

kpres on

4 years ago

You should have at least two cards that grant haste to all your creatures, if you're using Craterhoof or planning on attacking the same turn as Warp World.

  1. Akroma's Memorial

  2. Chasm Guide

  3. Cyclops of Eternal Fury

  4. Domri, City Smasher

  5. Hellraiser Goblin

More hasty stuff on Gatherer:

https://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[creatures]+[you]+[control]+[haste]&color=+![W]+![B]

NoSoyYucateco on 187 Spellslinger: RURIC THAR

4 years ago

I actually think you can further reduce the non-creature spells, and just keep the most impactful ones.

Take out the sorcery ramp and Gruul Signet, and replace them with things like Diligent Farmhand , Dawntreader Elk , Farhaven Elf , or Springbloom Druid .

Swap Rhythm of the Wild for Urabrask the Hidden or Hellraiser Goblin (just cast your creatures during your second main if you don't want them to attack with the latter.)

Swap Dictate of the Twin Gods for Torbran, Thane of Red Fell . It's more limited, but still very good, it's a creature, and it won't increase damage dealt to you or your creatures.

Swap Soul's Majesty for Beast Whisperer . You may also want to find room for Soul of the Harvest and Primordial Sage . There are also non-creature spells that are big improvements on Soul's Majesty, such as Return of the Wildspeaker and Rishkar's Expertise . These should be run over Soul's Majesty anyway; just not in this deck. They don't target, so someone can't destroy your target creature in response.

Finally, find space for Primal Surge if you can.

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