Maybeboard

Land (1)


So I've had this deck running for a year now, and I must say it's near perfection.

Here we go!

Finding Dem Goblins:

This cards are some of, if not, the most important cards to the deck. Being able to find Krenko after a tuck, or a "Haste Outlet" is key to this deck running smoothly. Gamble is Red's only tutor, so you gotta run it!

Dat Haste:

"Haste" is the best way this deck works. With wipes and removal being such a large portion of EDH/Commander, so getting "ETB" effects, or in this case, Haste is important to Red decks. I put Thousand-Year Elixir in this category because Haste is most important to Krenko, and it gives his tap ability Haste.

Dem Buffs:

Getting your Goblin tokens buffed up is a great way to get the quick win in. Goblin Chieftain does double duty in the deck, and is one of the Goblins you wanna find early!

Dat Ramp:

Ramp is plentiful in Krenk. Turning 3 mana into 5, or even just 1 mana into 2 or 3, can make a huge difference! It could be the difference between doubling and quadrupling your Goblins in one turn. Better yet, using Goblins as fodder to fuel more Goblins!

Untapping Dat Krenk:

Double Dem Goblins:

I put these two sections together because they basically do the same thing; double Krenko, Mob Boss's ability. This is what you are trying to do the most with this deck.

Dat Draw:

Krenko will "burn" through cards like crazy, so having ways for this Mono-Red deck to draw are important. There are few options, but Skullclamp is by far the easiest to abuse.

Protecting Dat Krenk:

Krenko will come under heavy fire the moment you play him, so having ways to make him untouchable is another must! Once Krenk is safe, you can use your Goblin doubling toys and wreck havoc.

Dat Board Control:

I love the way Red takes control of the board by destroying artifacts, burning and pinging, and even a little land destruction. This deck makes good use of Red's odd control and has all the best the colour has to offer.

Dat One Card Win:

When these cards enter play, your opponent has two options; respond or lose. Almost every time they stick, you've won the game.

Other Cool Goblins:

These Goblins didn't really fit anywhere else in the description, but were worth mentioning for there impact on the board and the game in general.

I hope you liked my explanation of the deck at length, and don't be shy with the comments, questions and suggestion. Oh, and a +1 never hurt.

Suggestions

Updates Add

Thanks everyone who helped make this deck what it is today.

I have but two questions: What one card, holding no bars on price, would you put in? And which card would you absolutely take out? Your opinion matters to me!

Please leave comments pertaining to the questions, and +1 if you think the deck is good as is (or just +1 because it makes my feels feel good).

Comments View Archive

Date added 11 years
Last updated 10 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

38 - 0 Rares

20 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Emblem Koth of the Hammer, Enchantment Golem 3/3 C, Goblin 1/1 R
Folders EDH, krenko decks, goblin, Interesting Decks, goblin, EDH, Commander, EDH, Standard, Watch
Votes
Ignored suggestions
Shared with
Views