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When I was first looking into commander as a format the first to catch my eye was Krenko, Mob Boss. How hard could it be? tap to make creatures, seems pretty simple. My deck was a great success achieving heights I never thought possible for a $60 deck. Well, I have been playing my first EDH deck I ever made with Krenko as its general for 4 years now, and as my meta becomes more competitive I must become competitive too.

When deciding what deck I wanted to make for my competitive deck, I looked at Narset, Glissa, Muldrotha, and Zur. I finally thought about what fun I had with my goblin hoards and the joys it brought me as I started in this format, so I finally came to the decision that Krenko should be my first competitive commander.

I want to start out by saying that this is not a combo deck, there are cards such as Umbral Mantle that synergize extremely well with Krenko that happen to go infinite with cards such as Ashnod's Altar that also have great synergy in this deck. The deck can easily hold its own without landing any combos

  • Umbral Mantle This is one of my favorites, being that this can untap its equipped creature multiple times makes it extra powerful, and its equip cost of makes it cheaper than most alternatives. With its low equip cost you don't feel hindered when you want to untap Moggcatcher or Goblin Welder a couple of times

  • Thousand-Year Elixir Is slightly more expensive than its counterparts like Magewright's Stone it also allows Krenko to tap as though he had haste which is very import in a fast paced deck like this

  • Thornbite Staff is quite notorious in Krenko decks. Its ability to ping creatures with only one toughness is nice ( Especially when facing Animar, Soul of Elements decks), but its second ability makes this card shine. 'Whenever a creature is put into a graveyard from play untap the equipped creature' allows us to kill any of our own tokens from any of our multiple outlets to untap Krenko

  • Sword of the Paruns is my least favorite. It is expensive to get going costing to get one untap out of it. However, it does give our tokens a nice little buff and it allows for multiple untaps per turn

  • Paradox Engine I believe this card is NOT as beneficial in this deck as it is in other decks, however even early on, if we cast three spells low cost spells giving us a total of four taps with Krenko, it can get us 15 tokens without having another creature on our board.

  • Staff of Domination I saved this for last because it's such a versatile card, and if we happen to get a combo going it can give us tokens, life, and cards, while also tapping down our opponent's blockers

  • Ashnod's Altar is great for ramping up to our artifacts, simply turning Krenko's Command into can land our larger threats much quicker

  • Phyrexian Altar turns our massive number of goblins into a huge surge of colored mana

  • Skirk Prospector Is basically Phyrexian Altar on a stick. It is nice that it counts towards our number of goblins, but it also is more vulnerable to removal.

  • Battle Hymn & Brightstone Ritual are two of the biggest ramp cards in this deck. I have had people concede as I cast them even if there really isn't much I can use the crazy amounts of mana on

  • Caged Sun & Gauntlet of Power are both mana doublers that give a subtle but dangerous buff to all of our creatures. Extraplanar Lens was going to have a spot in this deck, but without much for land ramps its often hard to give up one land to double the others, especially early on in the game

  • Mana Echoes finishes off our mana package. simply using Krenko to create four tokens when you already have four goblins gives you four triggers of that you can use to drop major bombs. This is by far the most aggressive mana ramp card in this deck and it's simply too dangerous to not put in.

Keep in mind that +1/+1 to most creatures doesn't mean much, but when your creature is only a 1/1 your anthem is doubling their strength making it take half the number of creature to eliminate an opponent. I also refer to anthem a lot, for any newer player or anyone who's confused by it I am referring to Gaea's Anthem. Just something that gives all of our creatures +1/+1 is what I refer to as an anthem effect.

  • Caged Sun & Gauntlet of Power once again find themselves together as they both are applying a simple +1/+1 buff to all of our red creatures

  • Goblin Chieftain gives a nice anthem to all of our goblins, but he also grants haste which can be huge

  • Eldrazi Monument Not only is this a solid anthem, it makes our tokens indestructible flying threats that can shut out our opponents. The upkeep cost of sacrificing a creature is no problem at all when we continue to pump out tokens

These are all the anthems in the deck, but the next two are true powerhouses

  • Shared Animosity makes our small creatures easily swing for lethal. Seven goblins each attacking for 1+6/1 for a total of 42 damages makes a turn 4 or 5 elimination not only possible but likely.

  • Coat of Arms is like Shared Animosity on steroids, yes it benefits all players, but no one will benefit more than use. Unless you're up against three mono-green elf decks!

We all know that Impact Tremors hurts, even when its not mono-red goblins. The Ring of Fire as I like to call it has five parts. If you get even one of the five your opponents will be hurting, but all five together mean the game is over.

All of the cards named already have great synergy and any of them could end the game with the help of our general, but these next cards are to close out the game.

  • Skullclamp should read , Sacrifice a creature: Draw Two. This card is everything our deck needs, it by itself won't end the game but it will help us to draw the following cards.

  • Massive Raid, Goblin War Strike, & Mob Justice will elimintate one opponent with our massive army of goblins!

  • Burn at the Stake gets its own spot because its far more efficient than the previous three spells. Tapping fourteen goblins even if they dont have haste to burn out an opponent is a lot faster than making fourty goblins.

  • Goblin Assassin when this hits the field its safe to say your opponents no longer are allowed to have creatures

  • Throne of the God-Pharaoh full swinging and leaving yourself open is often a poor decision, but with throne full swinging now eliminates every opponent at your end step

  • Helm of the Host is so powerful, there are so many great targets. Krenko for extra triggers, Purphoros for extreme burn, Neheb for insane mana advantage, and even goblin recuiter for extra tutors!

It can be hard to beat down an opponent when they have an infinite amount of life. Because this has happened to me a few times I made two solid inclusions that allow us to actually mill our opponents' entire library!

  • Altar of the Brood makes milling everyone at once just a few taps of Krenko away!

  • Grenzo, Havoc Raiser is a little more versatile, but he does require you to attack with creatures. He can goad those pesky combo-piece creatures and also allow you to EXILE your opponents' libraries one at a time, while also casting their cards!


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Casual

92% Competitive

Date added 6 years
Last updated 6 years
Exclude colors WUBG
Splash colors R
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

32 - 0 Rares

19 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Copy Clone, Goblin 1/1 R
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