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Krenko, Mob Boss - Mono-Red Tokens

Commander / EDH Goblins Mono-Red Tokens

Volonus


Quick average Krenko Deck. I pulled this deck a few sets ago but have kept it true to the version I own IRL. Feel free to update to your personal preference!

The goal of this deck is to flood with goblin tokens and rush face fast. ETB effects, direct damaged based on amount of goblins, and board-wide buffs from enchants all make your 1/1 wave of tokens into a Gob-pocolypse.

This deck wants to play FAST! The earlier you get Krenko, Mob Boss out, the more tokens you can spam. When Krenko, Mob Boss is on the field, he needs to be tapped every turn, these effects are exponential and spiral out of your opponent's control. Thousand-Year Elixir, Lightning Greaves, and Swiftfoot Boots let you begin tapping right away if you lack some of our other haste buffs. The faster you build tokens, the better.

Tapping Krenko, Mob Boss doesn't have to start at 1 token, these cards help jump up your token-spawning scaling! Sorceries like Dragon Fodder, Hordeling Outburst, You See a Pair of Goblins, and Krenko's Command all give you a straightforward buff to the first tap with Krenko, Mob Boss, Creature cards like Goblin Instigator, Beetleback Chief and Siege-Gang Commander achieve the same end. 2 uninterrupted turns of tapping after any of these cards has you spawning double digit (or near) tokens.

This deck CAN run out of steam if you overplay! If you've built up a good number of Goblin 1/1 R tokens consider holding back on slamming down every creature spell you draw, a board wipe means Krenko, Mob Boss is slowed down a ton unless you can drop a few extra goblins. To rebuild momentum see the section titled "All my sweet gobbos died! Now what?"

This deck can win through a combination of ETB effects, Creature sacrifice, and Token Flood, all of which can be found in the following sections!

Its rare that you'll win this way, my version of this deck only runs Impact Tremors and Purphoros, God of the Forge for damage on ETB (Enter the Battlefield). That being said, with both of those cards in play, 14 tokens manages a cool 42 damage to each player. (Consider our prior conversation on kickstarting token generation to see how this quickly becomes a threat) You could trade out other aspects of the deck for more ETB, I personally find these effects to be some nice icing on top of our existing gameplans (or a way to chip out a win when they counter your other options). The two cards I run are good enough for me.

You've gathered a great group of tokens but now what? Kill a few of course! Goblin Bombardment is a silly card and combined with Goblin Sharpshooter and Boggart Shenanigans you can throw out some fast chip damage but our REAL meat and potatoes in this department comes from Burn at the Stake.

Okay, okay, I hear you. Its not actually a sacrifice card... but if you squint your eyes really hard and think about it Burn at the Stake is KINDA like a better sacrifice card. It relies on using dudes as a resource, they just get to live. The first time you nuke a friend without warning, your pod will never let you have more than 5 tokens on the board at any time. Massive Raid does less damage but keeps your guys untapped, same vibes, even less commitment on your end.

Our other forms of winning kinda just boil down to "how many buffs can I throw on these little guys" 5 goblins rocking 5/5 is scary, and even worse knowing it'll become 10 goblins next turn (and 20 after that). Many named goblins have buffs to power, toughness, or haste (sometimes all 3!) stack as many as you need while considering what you board needs to look like if it gets cleared this turn. Coat of Arms goes absolutely CRAZY but if it gets destroyed, don't worry, you can still pull some nice buffs with Shared Animosity and Goblin Piledriver (sadly he is greedy and keeps it to himself).

Goblin King and Blood Moon look at this combo, love this combo, never speak about this combo.

Hey don't worry champ, this WILL happen. Some people just don't like us having fun, lucky for us there's a few emergency combos to get us back up to par.

Most important version: Goblin Recruiter into Muxus, Goblin Grandee. Yup you read that right, play Muxus, Goblin Grandee and get the next 6 goblins out for free. Goblin Recruiter even lets us pick what those 6 goblins will be! There will be some real staples for your preferred win condition, its just one of those things you'll get more familiar with as you play the deck. Read through the list, pick a card that gives haste, pick a few buffs, pick one that'll generate tokens, and you're good to go. Just remember that they COULD have another board wipe!

Goblin Lackey and Goblin Ringleader have the chance to get your feet back under you as well, if you're REALLY confident about your opponents not having any more clears, consider adding it to the Goblin Recruiter + Muxus, Goblin Grandee combo for extended free drops and a full hand.

Goblin Matron allows you some more fishing, and can be used to start the combo we just covered, or just pull a goblin that spawns tokens. Goblin Warchief is always valuable if you're low on mana!

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Casual

95% Competitive

Date added 2 years
Last updated 7 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

35 - 0 Rares

18 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.57
Tokens Copy Clone, Dragon Spirit 5/5 R, Enchantment Golem 3/3 C, Goblin 1/1 R, Goblin 1/1 R
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