Krenko, Mob Boss
competitive combo deck.
The goal of this deck is to make a lot of goblins. An infinite amount of goblins. And then throw them at your opponents face.
The deck's combo pieces fall under 3 major categories: Untapping. Saccing +
Mana Echoes
, and Outlet. These form the basis of the combos involved. One of 4 artifacts to infinitely untap krenko, 1 source to sacrifice goblins or generate mana from them, and then some form of an outlet.
Before I get into the pieces, I need to explain the "critical mass" this dekc needs to operate. Most of the combos revolve around tapping krenko to make goblins, sacrificing them for mana, and using that mana to untap krenko. In order to achieve this, we need to reach a critical mass of goblins that allow us to continue this loop infinitely, and hopefully net mana. In the case of
Umbral Mantle
and
Skirk Prospector
, you need to have at least 6 goblins on the board after the first activation to go infinite, 7 on the board if you want to net mana/goblins. That's why cards like
Krenko's Command
are in the deck, and why the two rituals in the deck, along with
Treasonous Ogre
can help make up the difference.
To start, the Untapping:
Thousand-Year Elixir
- the only non-infinite untap combo piece. This gives Krenko haste as well, and the 1 mana untap can help you reach critical mass.
Sword of the Paruns
- The worst of the untapping artifacts, this costs 10 mana to start going infinite, and sometimes the board state can be prohibitive of that.
Thornbite Staff
- The only untapping artifact that doesn't require mana on the uptap. This means once it's equipped, it only requires krenko, a sac outlet, and 1 other goblin to go infinite. It also serves as an infinite mana outlet. It combos with
Goblin Sledder
and
Mogg Raider
, but doesn't combo with
Mana Echoes
Umbral Mantle
- Cheap to play, 0 to equip, relatively cheap to untap.
Staff of Domination
- 3 to play, 3 to untap the first time. Tied with Umbral Mantle and Thornbite staff for the cheapest of our pieces, the Staff is probably our best outlet. It is an infinite mana outlet that lets you draw out your entire deck to find any game ender if you don't have one in hand.
Honorary:
Illusionist's Bracers
No this doesn't go infinite. But it double the Krenko triggers for the non-infinite wins, and can help you reach goblin critical mass for the more mana intensive combos.
Saccing/Mana - These are the ways you can generate mana off of your goblins, usually by sacrificing them. It also includes cards that just sacrifice goblins for free, for the
Thornbite Staff
combos:
Skirk Prospector
- Quite possibly the single best card in the deck. This guy is a real trooper. Sacrifices goblins and makes mana, all for 1 measly mana? Sign me up!
Phyrexian Altar
3 mana for a skirk prospector??? Ugh, talk about overpriced. Seriously though, I can't hate another skirk, even if it's more expensive. Which is why I'm also trying to acquire a
Thermopod
.
Mana Echoes
- The math on this card gets hard, but basically it reads "tap Krenko, add a lot of mana." Doesn't combo with thornbite, but makes the others really really easy to hit critical mass with. Colorless mana occasionally has issues where you can make colorless mana but can't resolve the finisher because it costs red.
Ashnod's Altar
- Mana Echoes and Phyrexian Altar had a weird BDSM baby. Sacs, and generates mana, which is great. Also has the color limitations of Mana Echoes.
Goblin Sledder
/
Mogg Raider
These untap the Thornbite Staff equipped Krenko
Goblin Trahsmaster mostly in for utility, and close to the top of the chopping block, this fat, 4 mana goblin can sacrifice yours. Keep in mind, you can stack the triggers to all target the same artifact, but once the artifacts are gone your sacrificing to the goblin gods ends.
Goblin Bombardment
- Primarily a Finisher, but this too untaps the Thornbite Staff equipped Krenko
Goblin Chirurgeon
Mostly in here for protection, his guy also works to help untap thornbite staff. What a good doctor.
Honorary -
Treasonous Ogre
This doesn't go infinite on its own, but generates an unbelievable amount of mana to get you over the tipping point you need to start comboing. Winning at 1 life is the same as winning at 40, so generate that 13 mana.
Also in the category of "give me a big spike of mana" are
Battle Hymn
and
Brightstone Ritual
. These can help you reach the critical mass you need to go off.
Finishers - these are how you win the game outside of actually attacking.
Goblin Bombardment
- make infinite goblins. Sacrifice infinite goblins. Darken the skies.
Purphoros, God of the Forge
- Each goblin entering does 2 damage to each opponent. This adds up quickly. Out best way to finish the game in case we haven't managed to assemble an infinite combo, 1-2 turns with this and Krenko on the board ends most games.
Altar of the Brood
- The non-damage win condition for those pesky people running
Glacial Chasm
. Or something. Doesn't beat Eldrazi, but come on. What goblin kills an Eldrazi?
Boggart Shenanigans
- the only non-creature Goblin in the deck. I'll have you know, neither Krenko nor
Brightstone Ritual
specify they count goblin creatures. Every goblin dying pings an opponent. Sac your goblins to your heart's content.
Impact Tremors
- Baby Purphoros, but that doesn't really matter. Infinite is infinite.
Throne of the God-Pharaoh
- usually helps close out the non infinite games, but I have run into a scenario before where I had infinite mana, no outlet, and sword of the paruns. So I individually equipped all of my thousands of goblins and manually tapped them to have this win the game on end step.
Thornbite Staff
- Infinite mana and a sac outlet makes infinite pings.
Partial -
Mob Justice
/
Goblin War Strike
kill one person, but not the board. Normally whoever can stop you incase you didn't have another finisher.
The sideboard are cards that are new/affordable-ish I don't have yet but am looking to include. The Extortionist is a stupidly good amount of ramp, and Pashalik is a finisher. The maybeboard is primarily cards I haven't yet been able to acquire or afford. Many of them are the fast mana this deck desperately needs, as well as some powerful card draw and tutors. Some cards on the maybeboard, like
Lightning Greaves
, are cards I'm iffy on including in the deck.
Other notable features:
Haste: Giving haste to krenko is extremely important to combo off the turn you play him, or reach critical mass 1 turn earlier, or to attack with infinite goblins in the case of a lack of finishers.
All goblins: Goblin Chieftan,
Ashling's Prerogative
,
Mass Hysteria
,
Fervor
,
Goblin Warchief
Krenko Only:
Torch Courier
,
Thousand-Year Elixir
,
Goblin Motivator
Card draw:
Dark-Dweller Oracle
,
Slate of Ancestry
,
Reforge the Soul
,
Faithless Looting
,
Skullclamp
,
Goblin Ringleader
,
Sensation Gorger
,
Staff of Domination
Tutors:
Goblin Matron
,
Goblin Recruiter
,
Goblin Engineer
,
Gamble
,
Inventors' Fair
Bad cards:
Goblin Trashmaster
- cute, technically a sac outlet, but expensive and with a rarely relevant ability.
Outnumber
- the deck's only real spot creature removal outside of
Gempalm Incinerator
. But we're trying to kill on turn 3/4, so this isn't too necessary.
Obviously there's other cards that can be cut for upgrades, especially the cards that just produce more goblins, like
Krenko's Command
.