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Krenko and His Mischievous Friends!

Commander / EDH Bracket 3 Mono-Red

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"One mischief always introduces another."

― Daniel Defoe, A Journal of the Plague Year

My goal with this deck was to provide a relatively simple deck anyone could pick up and play. This deck is mostly beginner friendly, but some tweaks could make it easier to pick up or cheaper to build. I would recommend this to any new player. It can hold its own against decks rated a 3, but is a 2 by definition. I would personally rate it closer to a 3.

  1. It's simple
  2. You can turn your brain off for a while
  3. You're new to the game
  4. Red make fire
  5. Fire burn things
  6. Goblins

You're either drunk or you got a concussion from a nearby Goblin Grenade if you don't play this deck. Come back when you're either sober or in your right mind.

The main goal of this deck is consistent with any Krenko deck: make a ton of Goblins, kill with those Goblins. We have a few different ways to do this.

The first way we will do this is by creating a Goblin mob. Krenko, Mob Boss essentially doubles the amount of Goblins we control. General Kreat, the Boltbringer creates a Goblin every time we attack. Goblin Rabblemaster gives us a Goblin at the beginning of each combat phase. Howlsquad Heavy does the same, but the Goblin attacks if able. Krenko, Tin Street Kingpin created a number of Goblins equal to Krenko, Tin Street Kingpin's power. Legion Warboss gives us a 1/1 Goblin at the beginning of each combat phase that attacks if able. Pashalik Mons gives us two Goblins at the cost of 4 mana and one Goblin. Siege-Gang Lieutenant gives us two 1/1 Goblins at the beginning of our combat phase as long as we control our commander.

Several spells give us Goblin tokens. These spells are effective at creating an army. Dragon Fodder gives us two 1/1 red Goblin tokens. Empty the Warrens does the same for more, but it also has storm, meaning we can get a ton of Goblins if we play this spell at the right time. Gleeful Demolition acts to give us 3 Phyrexian Goblins if we destroy one of our own artifacts, but it can also target enemy artifacts. This multi-purpose spell can help us in a pinch. Finally, Hordeling Outburst gives us three 1/1 Goblins for 3 mana.

Multiple Goblin lords and buffs exist in this deck. To start with our Lords, we have Goblin Chieftain, which gives our Goblins +1/+1 and Haste. Goblin King gives our Goblins +1/+1 and Mountainwalk. Dropkick Bomber gives our Goblins +1/+1 and, for the cost of , can give a target Goblin Flying. Goblin Trashmaster gives our Goblins +1/+1. Hobgoblin Bandit Lord does the same thing. Howlsquad Heavy gives our Goblins haste. Finally, Rundvelt Hordemaster gives our Goblins +1/+1. Other Goblins give our mob support when they attack, as seen in cards like Legion Loyalist Goblin War Drums give our creatures Menace, while Mass Hysteria gives them haste. Some, like Bloodmark Mentor, give all of our creatures First Strike.

Some of our Goblins benefit from the power of mischievous friendship. Goblin Piledriver gets +2/+0 until end of turn for each attacking Goblin. Goblin Rabblemaster gets +1/+0 for each other attacking Goblin.

Not only are we making a ton of Goblins, but we are also buffing them to be at their best.

Goblins excel at certain things. One of those is blowing stuff up, causing damage, and creating havoc. Indirect damage is useful for several reasons. Perhaps an opponent is playing Propaganda, making it not feasible to deal direct damage. As such, being able to use our Goblin mob to blow them up is a must. We have many cards allowing our Goblins to cause as much mayhem as possible.

When we cycle Gempalm Incinerator, it deals X damage equal to the number of Goblins we control to a target creature. Depending on the situation, this can act as a form of removal. General Kreat, the Boltbringer deals 1 damage to target opponent each time a creature enters the battlefield. Purphoros, God of the Forge does the same, but it deals 2 damage to each opponent instead of just 1 damage to target opponent. The Mogg Maniac deals damage to an opponent equal to the damage it was dealt. card:Pashilik Mons deals 1 damage to an opponent each time a Goblin dies. For the cost of , Spikeshot Elder deals damage equal to its power to target creature or player. Finally, the Goblins have decided to use their resources to create a Molten Gatekeeper, a 2/3 Golem that deals 1 damage to each opponent whenever a creature enters the battlefield under our control.

Of course, our Goblins aren't alone in their methods to blow up stuff. Goblin Grenade allows us to deal 5 damage to any target for and a Goblin. Goblin War Strike lets us deal damage to a target opponent equal to the number of Goblins we control. Mob Justice does the same thing, but it also includes our non-Goblin creatures. Massive Raid also does the same, but at instant speed Fling lets us deal damage to any target equal to a sacrificed creature's power. Goblin Bombardment allows us to deal 1 damage to any target at the cost of a Goblin. This combos well with Boggart Shenanigans, which deals 1 damage to a target player every time a Goblin dies. With these two cards on the battlefield, you can kill two opponents at a time if you have enough Goblins. Given that this costs us a Goblin per damage dealt, it is best to save this to finish a game or for when you have a massive army you can easily sacrifice. Finally, Impact Tremors deals one damage to each opponent for every creature that enters the battlefield under our control.

Of course, we need a lot of Goblins. This means we need tutors. Tutors aren't Red's specialty, but this doesn't mean we don't have any.

The first one to mention is Gamble. Gamble is incredibly useful and flavorful to this deck. From here, the remainder of our tutors are creatures. Goblin Matron lets us look for any Goblin as she enters the battlefield. Imperial Recruiter, while not a Goblin, is sympathetic to our cause of blowing things up and has began recruiting for our Goblin commander. With this creature, we can search our library for a creature with power 2 or less. This restricts us to all but 2 of our creatures, technically 3 if you count Imperial Recruiter given he can't tutor for himself.

This deck also has several pseudo-tutors that can be used to cheat out creatures we need. Goblin Lackey lets us put a Goblin onto the battlefield from our hand as long as the lackey has dealt damage to a player. Conspicuous Snoop lets us play Goblin cards from the top of our library. These two cards also let us play Goblin tribal permanents, such as Boggart Shenanigans. Goblin Recruiter lets us search our library for any number of Goblin cards, which we can then put on top of our library in any order.

This section is shorter. The goal here is to attack as often as possible. We have several ways to do this.

A lot of this is reliant on our commander, Krenko, Mob Boss. During our combat step, we can cast Great Train Heist to untap our creatures and start an additional combat phase. This is a simple process that makes it so we can kill with relative efficiency. The issue comes from Seize the Day, which makes it so we can untap a single creature to get a second combat phase followed by an additional main phase. In this case, we need our commander on the field. Cast Krenko, Mob Boss and make a bunch of tokens. Attack with these creatures. On our second main phase, cast Seize the Day and untap Krenko. Tap Krenko again to make a ton of Goblins and attack again. If we have enough mana, we can pay the spell's flashback cost on our third main phase provided to us by the spell to repeat the process. This can quickly end a game.

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Date added 1 week
Last updated 6 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

34 - 0 Rares

18 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.43
Tokens Goblin 1/1 R, Phyrexian Goblin 1/1 R, Start Your Engines!, Treasure
Folders Deck Inspiration
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