Krenko makes tokens, Krenko sacrifices tokens, stuff happens.
When I built this deck, BigBearLyke, one of the people I play with on a regular basis, had recently converted his Oloro build from "pillowfort" to "life as a resource". I decided to try doing "tokens a a resource". This deck is what I came up with.
Swinging with a bunch of tokens is all well and good, but a deck needs to do more. The core is a suit of redundant "sac for damage" cards. I added to that some of the rare control cards red has to offer. Then I threw in kiki and some stuff to combo with him as another threat when Krenko gets tucked (in my meta it really is when, not if). The result was a deck that was A LOT of fun to play and won once in a blue moon. Then I tweaked here and trimmed there. Got rid of most of the damage sources that had to tap, added purphoros as another win-con. The deck was Still a lot of fun and won more often, especially when new people didn't know what was coming (they really should have). The last tweak I made increased the sources of haste making swinging with masses of gobos occasionally viable and added in more mana rocks (turn one Sol Ring equals turn two Krenko; turn two Mana Crypt equals turn two Krenko) The deck doesn't but out major threats most of the time. It puts out a constant stream of minor threats.
He is going to argue about some convoluted mess with Barrage, Skirk and infinite tokens. To many pieces to be worth it with so few tutors and card draw available in the color. Kyren Negotiations would be strictly better for his game plan. Or another haste enabler.
I agree with cutting Lobber and swapping Fissure for Warp.
I've played this deck a lot (know the thread author) and Arms Dealer can be surprisingly effective but I'm not sure he is useful often enough to keep.
Illusionist's Bracers and Magewright's Stone: Sure they give extra Krenko activations but the main focus of the deck is that big combo moment. I'd rather see more haste or card draw like Faithless Looting or maybe a Reverberate to either piggy back off the blue mage's cantrip or as another answer for his counters.
I'd also like to see more mana acceleration. At least one more rock, in place of Jar of Eyeballs maybe. Jar is one of those cards where the one out of a hundred times it does something is not worth the slot.
When playing a mono color you can afford to have more than the standard number of utility lands. Buried Ruin, Stripmine, etc.
Moggcatcher! Yes I know someone said it before, but it is so important I am saying it again.
Lightning Crafter with Kiki & Sac outlet/sharpshooter it goes infinite, it also can be brought in by Moggcatcher at instant speed to protect another goblin from removal.
Arms Dealer repeatable 4 damage for only 2 mana and a goblin is great for removing problematic critters. If I want to kill Niv-Mizzet, the Firemind with barrage or bombardment it takes 4 goblins or 2 gobs with the S-G commander. (which is 3 or 1 less Krenko makes next turn). There are other cards that do this about as well, but Arms Dealer is also a goblin, so having him on the field means faster token ramp.
Warren Instigatoris a cool card, but I decided I didn't need both it and Goblin Lackey. The "cheat in gob on hit" is a fun mechanic, but it is unreliable, so I went with the cheaper way to do it.
Goblin Recruiter every time I make a change to this deck, I consider putting him back in. The reason I didn't put him in the last time is BigBearLyke and the Oona, Queen of the Fae deck he plays sometimes. Krenko plays the recruiter and puts some awesome goblins on top of his library. Oona spends a little mana and exiles some awesome goblins from the top of Krenko's library. Building against one deck is silly I know, but the problem is everyone at the table knows exactly how many goblins I have at the top of my deck and, since I have very limited card draw options, usually have several turns to mess up any plans I make.
Lobber Crew is mostly in there because it makes my friend Tom twitch every time I say "I'll just aim at everything". Seriously though the little bleed from lobber crew has won me a couple of games because it meant I could kill all my opponents by dropping Purphoros and making 18 goblins with Krenko, rather than waiting another turn so I could make 36 (not those numbers every time, but you get the idea). You have no idea how many times I hear the words "My combo would have gone off next turn". Still it is a card I consider taking out all the time.
Fissure Vent forgot to take it out, worthless spell. Stupid me Chaos Warp forgot to put it in, awesome spell. Stupid me *goes and finds a copy of Chaos warp and fixes oversight*
Ignore BigBearLyke cause he is trying to sabotage me
Goblin Welder... I am just not sure. Strangely enough I run more artifact removal in my decks that most of the other people I play with. There are a few times when I would consider swapping artifacts my opponents control with one's I've destroyed...could deal with that Blightsteel Colossus my friend suspends with Jhoira of the Ghitu... have to think about it.
Utility Lands. When I was first building this deck I had just spent an entire evening laughing while the rest of the table scrambled to deal with the Blood moon and Magus of the Moon that a guy kept playing (in a Norin the Wary deck, funny as hell, surprisingly effective) I was playing a Rhys the Redeemed deck with few non-basics at the time so it didn't hurt me much. Long story short when I was building this deck I had this notion that I needed to avoid putting too many non-basic lands in. I may well add more in. Definitely something to consider.
Moggcatcher really should go in. Wish he was a goblin himself though. Combos with Kiki the same way the Matron does.
Lightning Crafter never realized how well the champion mechanic pairs with Kiki. Actually had the crafter in the original build for this deck and took him out cause I wanted to focus on damage sources that didn't tap. Something to think about putting back in
Changeling Berserker Not sure about this one although with Kiki and a "sac for mana" card it goes infinite. with one of my "sac for damage" cards that could mean infinite damage too.
Valakut, the Molten Pinnacle I may put it in if I get one, not useful enough to got hunting for the card though.
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4 Krenko, Mob Boss
Lands
33 Mountain
1 Temple of the False God
1 Cavern of Souls
Plainswalkers
4 Chandra, Pyromaster
Enchantments
1 Barrage of Expendables
2 Goblin Bombardment
3 Blood Moon
3 Boggart Shenanigans
3 Hammer of Purphoros
4 Breath of Fury
4 Burning Earth
4 Mana Echoes
4 Splinter Twin
4 War's Toll
6 Warstorm Surge
Artifacts
0 Mana Crypt
1 Skullclamp
1 Sol Ring
2 Carnage Altar
2 Illusionist's Bracers
2 Lightning Greaves
2 Magewright's Stone
2 Swiftfoot Boots
2 Thornbite Staff
3 Ashnod's Altar
3 Blasting Station
3 Jar of Eyeballs
3 Phyrexian Altar
3 Rings of Brighthearth
3 Staff of Domination
3 Thousand Year Elixir
3 Umbral Mantle
4 Thran Dynamo
5 Coat of Arms
5 Gilded Lotus
6 Caged Sun
7 Akroma's Memorial
1 Goblin Lackey
1 Skirk Prospector
2 Mogg War Marshal
3 Arms Dealer
3 Goblin Chieftain
3 Goblin Matron
3 Goblin Sharpshooter
3 Goblin Warchief
3 Lobber Crew
3 Rummaging Goblin
3 Squee, Goblin Nabob
4 Beetleback Chief
4 Purphoros, God of the Forge
5 Kiki-Jiki, Mirror Breaker
5 Siege-Gang Commander
6 Goblin Marshal
7 Stalking Vengeance
Sorcery/Instants
1 Brightstone Ritual
1 Crimson Wisps
1 Gamble
1 Pyroblast
1 Red Elemental Blast
1 Shattering Spree
1 Vandalblast
2 Dragon Fodder
2 Fork
3 Chaos Warp
4 Empty the Warrens
4 Wild Ricochet
2 Comet Storm
Krenko makes tokens, Krenko sacrifices tokens, stuff happens.
When I built this deck, BigBearLyke, one of the people I play with on a regular basis, had recently converted his Oloro build from "pillowfort" to "life as a resource". I decided to try doing "tokens a a resource". This deck is what I came up with.
Swinging with a bunch of tokens is all well and good, but a deck needs to do more. The core is a suit of redundant "sac for damage" cards. I added to that some of the rare control cards red has to offer. Then I threw in kiki and some stuff to combo with him as another threat when Krenko gets tucked (in my meta it really is when, not if). The result was a deck that was A LOT of fun to play and won once in a blue moon. Then I tweaked here and trimmed there. Got rid of most of the damage sources that had to tap, added purphoros as another win-con. The deck was Still a lot of fun and won more often, especially when new people didn't know what was coming (they really should have). The last tweak I made increased the sources of haste making swinging with masses of gobos occasionally viable and added in more mana rocks (turn one Sol Ring equals turn two Krenko; turn two Mana Crypt equals turn two Krenko) The deck doesn't but out major threats most of the time. It puts out a constant stream of minor threats.
Barrage of Expendables - Really dislike this card. The added mana cost to activate is just a major burden. Maybe try Altar of Dementia or Kyren Negotiations? Alternately, another haste enabler like In the Web of War
Arms Dealer - Expensive and not that effective. Try another good tribal goblin like Warren Instigator or Goblin Recruiter
Lobber Crew - Wut? You can't untap this guy. What purpose does he serve? Again, look at one of the above, or Moggcatcher
Fissure Vent - Try Chaos Warp?
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
He is going to argue about some convoluted mess with Barrage, Skirk and infinite tokens. To many pieces to be worth it with so few tutors and card draw available in the color. Kyren Negotiations would be strictly better for his game plan. Or another haste enabler.
I agree with cutting Lobber and swapping Fissure for Warp.
I've played this deck a lot (know the thread author) and Arms Dealer can be surprisingly effective but I'm not sure he is useful often enough to keep.
Cards I've never liked in the deck:
Stalking Vengeance: if you are going to break tribal I'd rather have Magus of the Moon or Anger
Illusionist's Bracers and Magewright's Stone: Sure they give extra Krenko activations but the main focus of the deck is that big combo moment. I'd rather see more haste or card draw like Faithless Looting or maybe a Reverberate to either piggy back off the blue mage's cantrip or as another answer for his counters.
I'd also like to see more mana acceleration. At least one more rock, in place of Jar of Eyeballs maybe. Jar is one of those cards where the one out of a hundred times it does something is not worth the slot.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
When playing a mono color you can afford to have more than the standard number of utility lands. Buried Ruin, Stripmine, etc.
Moggcatcher! Yes I know someone said it before, but it is so important I am saying it again.
Lightning Crafter with Kiki & Sac outlet/sharpshooter it goes infinite, it also can be brought in by Moggcatcher at instant speed to protect another goblin from removal.
Changeling Berserker often missed, (its a goblin too), AND it can be tutored by Moggcatcher to protect Moggcatcher from removal, AND with Coat of Arms out it gets +1/+1 for EVERY other creature on the board.
Valakut, the Molten Pinnacle less useful without fetchlands, but still very usable without.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Barrage of Expendables is in there for redundancy with goblin bombardment and Siege-Gang Commander since sacrificing goblins to deal damage is my primary win-con. Overlooked Kyren Negotiations, it doesn't blast creatures but it is definitely better for players.
Arms Dealer repeatable 4 damage for only 2 mana and a goblin is great for removing problematic critters. If I want to kill Niv-Mizzet, the Firemind with barrage or bombardment it takes 4 goblins or 2 gobs with the S-G commander. (which is 3 or 1 less Krenko makes next turn). There are other cards that do this about as well, but Arms Dealer is also a goblin, so having him on the field means faster token ramp.
Warren Instigatoris a cool card, but I decided I didn't need both it and Goblin Lackey. The "cheat in gob on hit" is a fun mechanic, but it is unreliable, so I went with the cheaper way to do it.
Goblin Recruiter every time I make a change to this deck, I consider putting him back in. The reason I didn't put him in the last time is BigBearLyke and the Oona, Queen of the Fae deck he plays sometimes. Krenko plays the recruiter and puts some awesome goblins on top of his library. Oona spends a little mana and exiles some awesome goblins from the top of Krenko's library. Building against one deck is silly I know, but the problem is everyone at the table knows exactly how many goblins I have at the top of my deck and, since I have very limited card draw options, usually have several turns to mess up any plans I make.
Lobber Crew is mostly in there because it makes my friend Tom twitch every time I say "I'll just aim at everything". Seriously though the little bleed from lobber crew has won me a couple of games because it meant I could kill all my opponents by dropping Purphoros and making 18 goblins with Krenko, rather than waiting another turn so I could make 36 (not those numbers every time, but you get the idea). You have no idea how many times I hear the words "My combo would have gone off next turn". Still it is a card I consider taking out all the time.
Fissure Vent forgot to take it out, worthless spell. Stupid me
Chaos Warp forgot to put it in, awesome spell. Stupid me *goes and finds a copy of Chaos warp and fixes oversight*
Ignore BigBearLyke cause he is trying to sabotage me
Goblin Welder... I am just not sure. Strangely enough I run more artifact removal in my decks that most of the other people I play with. There are a few times when I would consider swapping artifacts my opponents control with one's I've destroyed...could deal with that Blightsteel Colossus my friend suspends with Jhoira of the Ghitu... have to think about it.
Utility Lands. When I was first building this deck I had just spent an entire evening laughing while the rest of the table scrambled to deal with the Blood moon and Magus of the Moon that a guy kept playing (in a Norin the Wary deck, funny as hell, surprisingly effective) I was playing a Rhys the Redeemed deck with few non-basics at the time so it didn't hurt me much. Long story short when I was building this deck I had this notion that I needed to avoid putting too many non-basic lands in. I may well add more in. Definitely something to consider.
Moggcatcher really should go in. Wish he was a goblin himself though. Combos with Kiki the same way the Matron does.
Lightning Crafter never realized how well the champion mechanic pairs with Kiki. Actually had the crafter in the original build for this deck and took him out cause I wanted to focus on damage sources that didn't tap. Something to think about putting back in
Changeling Berserker Not sure about this one although with Kiki and a "sac for mana" card it goes infinite. with one of my "sac for damage" cards that could mean infinite damage too.
Valakut, the Molten Pinnacle I may put it in if I get one, not useful enough to got hunting for the card though.