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Rules guide · Creature

Skirk Fire MarshalHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Duel Decks Anthology: Elves vs. Goblins· December 5, 2014
Carte Magic Skirk Fire Marshal

Skirk Fire Marshal is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Protection from red Tap five untapped Goblins you control: This creature deals 10 damage to each creature and each player.

Complete guide

Skirk Fire Marshal is a high-impact Goblin that turns a small army into a devastating explosion. By tapping a group of Goblins, you can deal a massive 10 damage to everyone and everything on the battlefield. Because it has protection from red, this creature is uniquely positioned to survive its own chaotic outburst.

The Mechanics of the Blast

The ability of Skirk Fire Marshal requires you to tap five untapped Goblins you control as a cost. This cost can include Skirk Fire Marshal itself, as its ability does not use the tap symbol. Because the cost is paid by tapping Goblins rather than using a tap ability, you can even tap Goblins that were played this turn and are still suffering from summoning sickness.

How the Ability Resolves

Once the cost is paid, the ability is put onto the stack. When it resolves, it deals 10 damage to every creature on the battlefield and every player. Skirk Fire Marshal survives this because it has protection from red, meaning all damage that would be dealt to it by a red source—including its own ability—is prevented.

Common Mistakes

Players often forget that the damage hits the activator as well as the opponent. If you have 10 or less life, activating this ability will result in a loss or a draw unless you have a way to prevent the damage to yourself. Additionally, remember that protection from red only protects the Marshal; your other Goblins will almost certainly perish in the blast unless they also have protection or high toughness.

When to Activate

This ability is best used as a finisher when your opponent's life total is 10 or lower, or as a board wipe when you are facing a superior army. Since it functions at instant speed, you can activate it in response to an opponent's spell or during their end step to clear the way for a lethal attack on your next turn.

Interaction examples

Surviving the Firestorm

You control Skirk Fire Marshal, four other Goblins, and a Solemn Simulacrum. You tap the five Goblins to activate the ability. Upon resolution, Skirk Fire Marshal deals 10 damage to itself, you, your opponent, and the Solemn Simulacrum. The Marshal survives due to protection from red, but the Solemn Simulacrum is dealt lethal damage and is destroyed. You then get to draw a card from the Simulacrum's death trigger.

Strategic Goblin Recruitment

If you cast Roaming Throne and choose 'Goblin', it becomes a Goblin in addition to its other types. You can now tap Roaming Throne as one of the five Goblins required for Skirk Fire Marshal's ability. Note that Roaming Throne's triggered ability doubling effect does not apply here because Skirk Fire Marshal's explosion is an activated ability, not a triggered ability.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Skirk Fire Marshal

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Skirk Fire Marshal
+Glacial Chasm
+Grafted Exoskeleton
#1

Skirk Fire Marshal + Glacial Chasm + Grafted Exoskeleton

Each opponent loses the game
  1. 1Activate Skirk Fire Marshal by tapping five untapped Goblins, giving each creature ten -1/-1 counters and giving each opponent ten poison counters.
  2. 2Each opponent loses the game as a state-based action due to having ten poison counters.
Skirk Fire Marshal
+Glacial Chasm
+Tainted Strike
#2

Skirk Fire Marshal + Glacial Chasm + Tainted Strike

Each opponent loses the game
  1. 1Cast Tainted Strike by paying {B}, giving Skirk Fire Marshal +1/+0 and infect until end of turn.
  2. 2Activate Skirk Fire Marshal by tapping five untapped Goblins, giving each creature ten -1/-1 counters and giving each opponent ten poison counters.
  3. 3Each opponent loses the game as a state-based action due to having ten poison counters.
Skirk Fire Marshal
+The Wanderer
+Tainted Strike
#3

Skirk Fire Marshal + The Wanderer + Tainted Strike

Each opponent loses the game
  1. 1Cast Tainted Strike by paying {B}, giving Skirk Fire Marshal +1/+0 and infect until end of turn.
  2. 2Activate Skirk Fire Marshal by tapping five Goblins you control, putting ten -1/-1 counters on each creature opponents control and giving each opponent ten poison counters.
  3. 3Each opponent loses the game due to having ten poison counters.
Skirk Fire Marshal
+Glacial Chasm
+Glistening Oil
#4

Skirk Fire Marshal + Glacial Chasm + Glistening Oil

Each opponent loses the game
  1. 1Activate Skirk Fire Marshal by tapping five untapped Goblins, giving each creature ten -1/-1 counters and giving each opponent ten poison counters.
  2. 2Each opponent loses the game as a state-based action due to having ten poison counters.
Skirk Fire Marshal
+Melira, the Living Cure
+Tainted Strike
#5

Skirk Fire Marshal + Melira, the Living Cure + Tainted Strike

Each opponent loses the game
  1. 1Cast Tainted Strike by paying {B}, giving Skirk Fire Marshal +1/+0 and infect until end of turn.
  2. 2Activate Skirk Fire Marshal by tapping five Goblins you control, putting ten -1/-1 counters on each creature and giving each opponent ten poison counters, and you one poison counter.
  3. 3Each opponent loses the game due to having ten poison counters.
Skirk Fire Marshal
+Blessed Sanctuary
+Tainted Strike
#6

Skirk Fire Marshal + Blessed Sanctuary + Tainted Strike

Each opponent loses the game
  1. 1Cast Tainted Strike by paying {B}, giving Skirk Fire Marshal +1/+0 and infect until end of turn.
  2. 2Activate Skirk Fire Marshal by tapping five untapped Goblins, giving each opposing creature ten -1/-1 counters and giving each opponent ten poison counters.
  3. 3Each opponent loses the game as a state-based action due to having ten poison counters.
Skirk Fire Marshal
+Melira, Sylvok Outcast
+Triumph of the Hordes
#7

Skirk Fire Marshal + Melira, Sylvok Outcast + Triumph of the Hordes

Each opponent loses the game
  1. 1Cast Triumph of the Hordes by paying {2}{G}{G}, giving creatures you control +1/+1 and infect until end of turn.
  2. 2Activate Skirk Fire Marshal by tapping five Goblins you control, putting ten -1/-1 counters on each creature opponents control and giving each opponent ten poison counters.
  3. 3Each opponent loses the game due to having ten poison counters.
Skirk Fire Marshal
+Auriok Replica
+Tainted Strike
#8

Skirk Fire Marshal + Auriok Replica + Tainted Strike

Each opponent loses the game
  1. 1Cast Tainted Strike by paying {B}, giving Skirk Fire Marshal +1/+0 and infect until end of turn.
  2. 2Activate Auriok Replica by paying {W} and sacrificing it, preventing all damage Skirk Fire Marshal would deal to you this turn.
  3. 3Activate Skirk Fire Marshal by tapping five Goblins you control, putting ten -1/-1 counters on each other creature and giving each opponent ten poison counters.
  4. 4Each opponent loses the game due to having ten poison counters.
03

Legal formats

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