I’m an extreme control player, and I feel like it’s important for me to stress this as my play style has always been a Simic style of value and control. I enjoy being in control. I enjoy saying “no”. But all that changed when I met Grenzo, Dungeon Warden. My LGS decided to host a conspiracy draft in October 2017 as they still had leftover packs that nobody was buying. I entered and had a pack passed to me that contained Grenzo. I read his ability and gawked...How have I never heard of this commander before? And why have I never seen anyone play him? He seemed so ridiculously fun that I decided to do the unthinkable at the time; build a Rakdos edh Deck.
Now many may know that there is a tier 1.5-2 variant of Grenzo that runs Doomsday. This is not that Deck. I decided to go a more casual, luck-based route. But what I found was an unassuming monster of a deck that could adapt to casual or competitive metas, win explosively out of nowhere, and truly felt like a slot machine of fun. This is how I came to love the chaos and flexibility of this Rakdos deck, and this is why I’m super excited to bring this bundle of fun to you.
Grenzo is a combination of contradictions. He’s consistency through chance. He’s a chaotic toolbox. His gameplan is the same, but his wincon is almost always different. There truly is no other commander like him.
You should place your bets with Grenzo if:
• You like having flexibility and a variety of different ways to win
• You like having a different experience every time you play
• You like having resiliency to bounce back from a losing board state
• You like having an extreme amount of crazy interactions and loops
• You like having most of your actions be uncounterable
• You like doing things at instant speed
• You like keeping your group in suspense with what will come next
You should leave the casino grounds if:
• You don't like relying on your commander
• You prefer to tutor the same combo every time
• You prefer being in control of everything your opponents do
• You don’t like complicated win conditions
• You enjoy spellslinging
• You enjoy having answers to Enchantments…you’re playing Rakdos…get over it
There’s really nothing like Grenzo. He truly he is a unique commander. But if you're looking for something different in Rakdos, here are the ones I'd recommend:
Rakdos, Lord of Riots – Rakdos is all about big creatures and massive damage swings. He’s definitely an explosive commander as playing 3-4 Eldrazi in a turn is always fun. And with haste enablers, the party can get pretty crazy. He does struggle with some consistency problems though as not drawing your pingers can mean a very late Rakdos, which translates to your entire gameplan being pushed back. But when Rakdos goes off, he goes off; and it's glorious.
Olivia Voldaren – Olivia is a very strong Vampire commander that serves a more control-oriented build. Whereas Edgar Markov will be swinging way earlier, Olivia will play the game of stealing and abusing. She's a much more political commander than Edgar and gives room towards a very different playstyle of vamps.
Mogis, God of Slaughter/Kaervek the Merciless – Mogis and Kaervek contribute to a similar strategy of pain with no gain. They’re political in that their pain is evenly distributed, but it can draw a lot of attention when people start getting tired of taking damage for everything they do. Nevertheless, I can attest to losing several times to these decks as their oppressiveness and punishments are brutal.
Wort, Boggart Auntie – Wort is a goblin tribal commander that works excellently in slower and more casual groups. She's much less explosive than her fellow goblin commanders, but is a source of reliable recursion if she sticks around. If you need B/R goblins and want to play a slower game, go Wort. Otherwise, go Grenzo or Krenko, Mob Boss for some explosive goblin tribal.
The Scorpion God – You should probably be playing Hapatra, Vizier of Poisons if you want a -1/-1 themed deck. But he is still a very cool and unique take for a Rakdos commander.
This section will go into full detail for every inclusion in the deck. I will begin with the non-creature artifacts as they serve several primary functions in the deck and will contribute to a significant portion of the available combos.
• Sol Ring/Rakdos Signet –Typically we want our mana ramp on creatures so they can be utilized with Grenzo’s flip. However, these cards are too good when they appear in your starting hand that they make up for the occasional disappointing flip.
• Ashnod's Altar – Hopefully you already understand why this card is so broken. While sac outlets are superb in this deck, additional mana for those sacs is just broken. So you can either sac creatures for additional flips (which some creatures will net multiple sacs) or use this as a win condition with Reito Lantern,Epitaph Golem, or Soldevi Digger to flip a key creature multiple times.
• Heartstone – Way too good in this deck. Grenzo goes off the rails once this card hits the field as that 10 mana you have on the field now represents hitting 10% of your deck which is bound to find some crazy things.
• Nim Deathmantle – Allows us to recur key creatures after saccing and creates a fair number of infinite combos. Also serves as important protection for Grenzo as a boardwipe can really set you back in this deck; and not only does the Deathmantle bring Grenzo back, but it also gives him +2/+2 in stats to ensure he can still hit all 3 power creatures in the deck.
• Reito Lantern – You've probably never heard of this artifact, but it enables some of the most busted interactions in the deck. With an available sac outlet you can sac a key creature, activate the Lantern to put it from the GY on the bottom of your library, and then use Grenzo's activation to reflip it thus creating a loop to reactivate ETB’s. Spending four mana to re-flip a Gray Merchant of Asphodel? Yes please! Saccing Siege-gang Commander and all of his tokens to Ashnod's Altar then using the loop to generate infinite mana? Heck yes!!! These are great and you should run both of them.
For future reference, I will be referring to the synergy of using the above artifacts to re-flip creatures as the Digger Loop (named after a past inclusion Soldevi Digger) throughout the guide.
• Tel-Jilad Stylus – Now we get to one of my favorite artifacts in the deck. This seemingly weak one drop is a surprising powerhouse as it not only allows you to re-flip any creature on the battlefield, but also serves as invaluable protection against single-targeted removal for Grenzo. Here’s how the sequence of events goes: An opponent targets your Grenzo, Dungeon Warden with a Path to Exile. In response, you then activate Grenzo’s ability and leave it on the stack. Then target Grenzo with Tel-Jilad Stylus. The Stylus will place Grenzo on the bottom of your deck, and then Grenzo’s ability will flip himself. And yes, Grenzo is able to check himself even though he was removed, so he puts himself in play and nullifies the Path to Exile since its “original” target had left play. I really can only summarize the strength of this card by telling you what someone in my playgroup once said, “I’d prioritize getting rid of your Tel-Jilad Stylus over anyone else’s Rhystic Study.”
• Thornbite Staff – The last broken non-creature artifact in the deck. The key reason we run this card is for the phrase at the end of the first paragraph; “Whenever a creature dies, untap this creature.” This can create some silly combinations with Goblin Welder or infinite copies with a sac outlet and Kiki-Jiki, Mirror Breaker. Also note that if you flip Kiki-Jiki, Mirror Breaker with the staff in play, it will auto-equip due to Thornbite Staff’s second ability and the fact that Kiki-Jiki is a shaman.
• Goblin Engineer - This little goblin is a house. He immediately can tutor and bin any of our most powerful artifacts (Ashnod's Altar, Heartstone, Thornbite Staff, Nim Deathmantle), but he can also easily recur them to our hand to cast. I love my GY tutors, and this guy is no exception.
• Siege-Gang Commander – An amazing token producer. If you can get Ashnod's Altar + the Digger loop online, Siege-Gang Commander makes infinite mana. And his ability to instantly represent 4 tappable creatures for Furystoke Giant or 4 sacs for something like Sadistic Hypnotists is amazing
• Sling-Gang Lieutenant - Another amazing token generator that also serves as a sac outlet! What more could you want?! With a digger loop online, he can serve as a self-contained win condition with all of the life loss (which let's not forget, gets around a lot of annoyances).
• Mad Auntie – Places Grenzo’s power at 3 which means he no longer needs the +1/+1 counter. Also serves as regeneration protection for Grenzo.
• Tuktuk Scrapper - Artifact removal that can be repeated through the Digger Loop.
• Goblin Sharpshooter – With the amount of sacs we’re able to generate, this card can quickly turn into its own win con.
• Crypt Ghast – Doubling the amount our swamps produce is just too good to pass up. Then if you get your Urborg, Tomb of Yawgmoth out, you are off to the races. Also the Extort mechanic could end up saving your life occasionally.
• Dockside Extortionist - Cards that meet multiple roles are always great, and this card serves as ramp and a source of easy infinite with a digger loop. This guy can easily generate 5+ treasures as the game progresses, and can help mitigate the scenario where you're the only player without a signet/sol ring in hand.
• Iron Myr/Leaden Myr/Palladium Myr – Flips that potentially make more flips. They also serve as a great way to ramp early when in your starting hand.
• Emrakul's Hatcher/Priest of Urabrask – Flips that not only pay for themselves, but can also mean an additional flip if you were already sitting at odd number of mana. Emrakul's Hatcher also has the added benefit of securing its mana in saccable creatures to save for alter turns or use for other shenanigans.
• Pawn of Ulamog/Pitiless Plunderer – Both of these creatures will generate a ton of value through board wipes and/or your own saccing shenanigans. In many cases, one of these creatures can suffice instead of an Ashnod's Altar to generate infinite flips with the Digger Loop.
• Soldevi Adnate – Provides a powerful and sudden source of mana generation that can feed into several flips at once. Add on a Thornbite Staff and you can generate a quick and efficient loop that can potentially go through your whole deck.
• Treasonous Ogre – An additional flip for 6 life. This card has created several silly comebacks out of nowhere. When I know the game is about to be lost, I will use as much life as I can to try to flip into a wincon. Or just use this in conjunction with Gray Merchant of Asphodel and a Digger Loop to kill everyone. Free mana on demand is definitely worth the 3 life.
• Workhorse – Much like the priests, Workhorse pays for himself. But he also has a couple of abusable functionalities as an artifact creature.
• Dimir House Guard – He’s a sac outlet. He can transmute for a four mana card (which we run a ton of valuable ones). And he can even serve as a blocker with his regeneration.
• Skirk Prospecter – Multifunctional as a sac outlet and a mana source.
• Viscera Seer – Scry + Grenzo = the actual nuts. Now you can exert even more control over what you flip.
• Yahenni, Undying Partisan – Sac outlet that can survive board wipes and become an enormous beat stick.
• Kiki-Jiki, Mirror Breaker – Definitely the strongest card in the deck and the source of many of the deck’s wincons. I will go into more detail regarding Kiki-Jiki in the following section.
• Lightning Crafter – Serves as an instant win with Kiki-Jiki, Mirror Breaker, a strong pinger with Thornbite Staff (auto-equips due to Shaman tribe), and protection for Grenzo with the champion ability. This guy is truly an all-star and one of my favorite cards in the deck. If you can reliably get a Digger Loop on Lightning Crafter, you can ensure that Grenzo is always on the field and survives every board wipe.
• Murderous Redcap – A damage dealing ETB with persist is a recipe for winning. If you have Ashnod's Altar and the Digger Loop, you can sac and recur him infinitely.
• Anger – This is primarily meant to exist in the graveyard. Now all of your flips with tap effects can activate immediately which makes a surprisingly huge difference.
• Body Snatcher - This card answers one of the biggest difficulties with the deck: a mana efficient way to get creatures out of the hand. With this, you can discard that Herald of Leshrac and easily res it through Body Snatcher's second ability or a digger loop. Also can be used as straight recursion for a key creature that was already in your graveyard.
• Corpse Connoisseur – Tutors creatures directly into our graveyard to make them more easily accessible through recursion or a digger loop. Find value pieces in the early game or find combo pieces in the later stages and finish everyone off.
• Deathbringer Thoctar – I had my doubts when I first included this creature in my list, and boy was I wrong.
All of the saccing that occurs within our deck makes this creature HUGE. And that damage is transferrable to both players and creatures. I have won so many games with this guy by pinging an entire board of 1/1’s without losing any power, swinging in for the kill on one player and then removing all +1/+1 counters to kill another player. This creature is bonkers.
• Duplicant – Remove a creature on ETB and steal their power and toughness. Get a Digger Loop, and you can remove every creature that bothers you.
• Epitaph Golem – A creature that serves the Reito Lantern functionality of the Digger Loop while costing 1 colorless less! Get a Heartstone in play, and now you can recur any creature in your graveyard for 2 mana.
• Faceless Butcher – Temporary creature removal, or permanent creature removal if a sac outlet is present. How this works is when Faceless Butcher enters the battlefield, put his ETB trigger on the stack. Then sac Faceless Butcher before the ETB resolves which triggers his Leave the Battlefield ability. The ETB trigger will then resolve and remove the creature permanently since Faceless Butcher has already left play.
• Furystoke Giant – Most games, you will find that you have a pretty substantial board presence due to people not fearing most of our creatures after their initial effects. In that situation, Furystoke Giant is one of the strongest flips you can get. He often means instant death to at least one player, or at the very least a selective boardwipe. And due to persist, you can sac him your following turn to do damage all over again!
• Gonti, Lord of Luxury – Great value card. Who knows what you’ll find and what new combos you can create from your opponent’s deck!
• Gray Merchant of Asphodel – Such an amazing card, especially with a Digger Loop. I played a game recently where I was at 6 life and was able to flip Gary and loop him a
second time putting me to 46 life and all of my opponents to single digits.
• Imperial Recruiter – A tutor that finds half of our deck and can bring whatever you need into hand. Super versatile tutor that definitely should be ran.
• Kuldotha Forgemaster – This deck runs a lot of artifacts, so being able to convert some of your dorks directly into an Ashnod's Altar or Heartstone could immediately finish the game. Just make sure to tap your dorks for mana before saccing them.
• Marionette Master - Extremely versatile card. Creates multiple creatures that can generate infinite mana with a digger loop and Ashnod's Altar, and serves as it's own win condition.
• Mesmeric Fiend – Much like Faceless Butcher, the ETB and LTB effect can be abused to permanently remove cards in your opponents’ hands from the game.
• Metallic Mimic – Removes the need to pay the extra 1 mana for Grenzo’s X cost as well as creating an infinite combo with Murderous Redcap and a sac outlet.
• Meteor Golem – Destroy anything. This is the must needed enchantment removal Rakdos was lacking, and now it's on an abusable creature. You can digger loop this creature into oblivion and make all of your enchantress opponents cry.
• Moggcatcher– Tutoring a goblin is great. Placing that goblin on the battlefield for free is even better. *coughKiki-Jiki, Mirror Breakercough*
• Phyrexian Delver – For when you don’t have the mana/tools to perform a Digger Loop.
• Plaguecrafter – Makes our opponents sac creatures, sac planeswalkers, and then destroy their hands. If repeated with a Digger Loop, this guy alone can close out the game and lock your opponents out.
• Puppeteer Clique – Work amazingly in this deck and allows a lot of silly combos from your opponents’ graveyards. And once again, persist makes this card oppressive.
• Whisper, Blood Liturgist – Serves as a great source of recursion with minimal cost (because our boards are almost always full).
• Dread Return The only non-creature card we don’t mind whiffing on. With this in your graveyard, you have a free summon from the graveyard with at least three creatures on the battlefield…and you will usually have more than three.
• Ancient Tomb – An entire flip in one land. I always love to see this card in my hand; just be careful with the life-loss as I've found myself within killing range due to overuse of this ramp land.
• Buried Ruin - Functions as additional artifact recursion in case Goblin Welder is inaccessible.
• Dakmor Salvage – A non-dead flip land that can be returned to our hand while simultaneously putting more cards into our graveyard (where we can easily abuse them).
• Drownyard Temple – A non-dead flip land that can be returned to our battlefield for ramp.
• Homeward Path – If someone mindcontrols Grenzo, there's not much you can do other than kill him. So Homeward Path serves as an additional tech to avoid the awkward situation where you have to kill your own commander.
• Inventors' Fair – A powerful land that offers free life gain (especially nice for more Treasonous Ogre activations) and allows us to search for one of our busted artifacts, which should end the game quickly.
• Spinerock Knoll – Primarily played for the bottom of the library fixing.
Kiki-Jiki, Mirror Breaker + Zealous Conscripts
1. Tap Kiki-Jiki targeting Zealous Conscripts.
2. When the copy comes into play, target Kiki-Jiki with its untap affect.
3. Repeat 1000+ times
4. Swing in for the kill.
Kiki-Jiki, Mirror Breaker + Lightning Crafter + Any Sac Source
1. Tap Kiki-Jiki targeting the Lightning Crafter.
2. When the copy comes into play, it will require you to champion a goblin; champion Kiki-Jiki.
3. Tap the Lightning Crafter copy to deal 3 damage to target player.
4. Sac the Lightning Crafter copy.
5. Kiki-Jiki comes back into play untapped.
6. Repeat for infinite damage.
Kiki-Jiki, Mirror Breaker + Thornbite Staff + Any Creature + Any Sac Source
1. Tap Kiki-Jiki targeting the creature.
2. Use the copy of the creature (ETB, tap effect, etc).
3. Sac the copy of the creature.
4. Thornbite Staff will untap Kiki-Jiki.
5. Repeat effect as necessary.
Goblin Welder + Thornbite Staff + Two Artifact Creatures
1. Tap Goblin Welder and sacrifice one of your artifact creatures to grab another one from the graveyard.
2. Thornbite Staff will untap Goblin Welder.
3. Repeat for infinite abilities/triggers.
Marionette Master + Ashnod's Altar + Grenzo, Dungeon Warden + Any Digger Loop Piece
1. Summon Marionette Master with three Servo tokens.
2. Sac all three tokens to Ashnod's (make an opponent lose three life).
3. Sac Marionette Master.
4. Use Epitaph Golem/Soldevi Digger/Reito Lantern to place Marionette Master back on the bottom of your library.
5. Use Grenzo's ability to flip Marionette Master.
6. Repeat for infinite life loss.
Murderous Redcap + Metallic Mimic + Any Sac Source
1. Sac the Murderous Redcap.
2. Persist trigger brings the Murderous Redcap back.
3. Metallic Mimic triggers on the entry and gives Murderous Redcap a +1/+1 counter which negates the -1/-1 from persist.
4. Repeat for infinite damage.
While some more casually inclined decks focus on casting a big Grenzo to start flipping big baddies, this deck runs a much more streamlined approach. A strict rule was implemented when constructing this deck to ensure that every included creature had power 3 or less, which allows Grenzo to always be cast where X=1.
Since the goal of this deck is to flip as much as possible, Grenzo needs to be cast as quickly as possible. So by keeping X at 1, it ensures he's always cheap to cast and can begin flipping immediately.
As a small caveat, if you have an extra mana when casting Grenzo, assuming it can't be used for a flip, feel free to make his X=2. Otherwise, there is almost no reason to use activation mana as a source to pump up Grenzo. As long as his power is at 3, you have access to the whole deck.
Opening Hands
The primary rule of opening hands is keep lands and ramp. You don't want to draw your key creatures at the start as most of them are already over-costed. So instead, your goal with every hand is to get Grenzo out as soon as possible and build your mana base to start playing the slots. Here's an example of an amazing hand:
Notice that the reason this is such an amazing hand is because it meets both of our goals. We have plenty of lands available, and then we have ramp through the Myr and Signet while also providing a cheaper activation for Grenzo in Heartstone.
Never keep a hand with 2 or less lands unless you have some amazing additional ramp to make up for it. Because honestly, Grenzo is one of those commanders where you could receive a 7 land hand, and it would still be worth keeping.
Early Game: Turns 1-4
The early game should be spent building up your mana base as quickly as possible and casting Grenzo. The sooner you get him out, the sooner you can start the shenanigans. However, the speed at which you deploy Grenzo also depends on the mana excellerants in your hand.
The main rule is always maximize your mana. If you cast a Leaden Myr on turn two and then drop another land on turn 3, that four mana should either be used to buff up Grenzo where X=2; OR if you suspect removal, you should hold back and build up your mana base more.
I personally like to either cast Grenzo at exactly 3 mana or build up to 5 mana so that I can attempt a flip after casting him.
Mid Game: Turns 5-7
You should be building a strong mana base by now and using all of that mana for your glorious flips. This stage of the game really depends on what you find. Adapt to every flip and maximize their usage while also maintaining a low profile. Remember, the worst place to be is under a wary opponent's eye. So address problems, attack planeswalkers, and play as the "reasonable player". Your opponents should ignore you for the most part and should feel bad for even thinking about wasting removal on your creatures as a majority of them are rarely scary by themselves.
This low profile and lack of removal targets will assist you in building a board state that you can navigate into the late game.
Late Game: Turns 8+
At this point, you should have a pretty significant board from all of the flips and are most likely 1-2 cards away from ending the game. This is where you pivot from the "reasonable player" to the true "Rakdos monstrosity" that you are. Mow down opponents with your Goblin Sharpshooter or Gray Merchant of Asphodel. Tutor your Kiki-Jiki, Mirror Breaker using Mogg Catcher to instantly finish the game.
The road map to your victory is something I can't determine for you, because Grenzo will be your guide. But rest assured that the chaos he provides almost always has a route of interactions that will win you the game.
Overall Timing
Finally, there are two more questions to consider during your course of piloting this gambling maniac:
When do I cast Grenzo after being hated?
Aside from the early game, which is fairly straightforward, it can often be difficult to know when to cast Grenzo after being targeted for removal. So to answer this question more in depth, I've created a flow-chart to help you decide when to cast him.
When do I flip?
90% of the time you should be flipping on your opponent's end step before your turn. This ensures that you remain inconspicuous as everyone else plays out their turns, and then you can suddenly blow out some amazing creatures and have a whole turn to use them before most players can answer the threats.
The other 10% of the time, flips should be used in case of an emergency. If you know the winning turn is coming up for another player, you should probably flip on your turn and try to find a win first. If your opponent is about to kill you or Grenzo, flip to see what happens. Last week, I was playing against an Etali, Primal Storm that had a brutal start with Swiftfoot Boots and an Assault Suit. The player had me at 14 commander damage and was going to swing in for the kill on his next turn. So I flipped out of pure necessity and found the Tuktuk Scrapper to remove the boots. I then played a Faceless Butcher from hand and ended up winning the game.
Never just sit tight and let a loss/board wipe occur. Always flip to gamble the odds. You'll be surprised how often they land in your favor.
Agent of Erebos – When your opponents are trying to abuse their graveyards, this handy little guy can remove the entire GY in one ETB. Use a Digger Loop to lock your Meren opponent from ever using her graveyard. Also tutorable via Fleshwrither.
Balthor the Defiled – Getting all of your colored creatures back into play for 3 Black? Yeah, that’s an awesome way to steal a game that’s been neutered by 3-4 board wipes.
Clone Shell - Seems like it has a lot of potential as it not only can fix your bottom, but also can serve as a way to cheat out a creature through a sac outlet.
Crystal Ball - As already noted with Viscera Seer, Scry is a busted mechanic in this deck. I so far haven't included this card due to it being another noncreature artifact that can translate to a dead flip.
Goblin Cratermaker – Amazing versatility as additional artifact destruction, targeted removal, or potential Eldrazi removal. .
Goblin Matron – Tutor for any of the key goblins that you need, and because most of our wincons involve a goblin creature, you will find this tutor extremely useful.
Hell's Caretaker - Saccing is never an issue and is more often a benefit. And having that sac translate to direct creature recursion is pretty spicy.
Herald of Leshrac – This will generate some hate when it hits the field, but the potential of stealing your opponents’ lands and using them to flip more can often be worth the risk.
Krenko, Mob Boss – An amazing flip that can generate an exponentially increasing number of saccable, flingable, swingable goblins. And who doesn't want more goblins! Also serves as an additional infinite with Thornbite Staff.
Krenko, Mob Boss + Thornbite Staff + Any Sac Source
1. Tap Krenko to create 2+ goblins.
2. Sac one of the tokens to your sac outlet.
3. Thornbite Staff will untap Krenko.
4. Repeat effect to create infinite goblins.
Mana Crypt – I personally don't run this due to the speed and general target it paints on your back. But if you play in a meta where everyone runs Crypt, you should probably run it too.
Master of Cruelties - This card is an amazing way to keep your opponent's on edge. If you want quick and fun way to make enemies, this is the card for you.
Millikin/Manakin - Additional mana dorks if you feel like you'd like to have them more consistently in your starting hand.
Mindclaw Shaman - Great value for not only discarding, but also casting said powerful spell from an opponent's hand.
Ogre Battledriver - I personally don't prefer to be swingy. But this card is a great way to turn all of those tiny flips into a scary amount of damage.
Phyrexian Tower – Currently in testing for myself, but I do believe this card will make the list since it allows us to generate an additional mana on our odd mana turns leading to an extra flip we wouldn't have had otherwise.
Ravenous Baboons/Ravaging Horde/Ogre Arsonist - Additional land destruction options. You can switch them out for your preference or run all of them if you wanna be "that guy".
Sadistic Hypnotist – Strong sac outlet that removes your opponents’ answers preemptively. My only warning is that the sac effect is sorcery speed, so you aren't able to combo off on other players' turns as effectively.
Silent Arbiter - Great tech for a go-wide meta. My personal meta has vastly changed, but when it previously involved tokens, this creature was almost always a life saver.
Soldevi Digger - Another activator of the digger loop (and the original source of the name). Though be wary that it is limited to the top card of your GY which can screw you over.
Teferi's Puzzle Box - Obviously this deck wants to minimize the amount of noncreature cards in the deck, but this seems like another noncreature artifact worth running. It can allow a hand full of cards you don't want to cast to suddenly become gas. And it can interrupt your opponents' silly plans.
Vampire Hexmage – Great answer to any planeswalker or that one friend that loves hydras.
Braid of Fire - Super powerful if drawn early. Worthless if drawn late. If you run a lot of noncreature tutors, this can be a great inclusion.
Demonic Tutor/Vampiric Tutor/Diabolic Intent/Etc. - I try to minimize the amount of tutors present to allow the versatility of the deck to shine each game. It's way more fun when you have to play with what you have and not grab the same dang win-con each game. Also, they're noncreature cards...so more dead flips. If you have to play tutors, go for it. I just don't like them in my list.
Feldon of the Third Path - I'm not a huge fan of mana activated abilities in this deck as it takes away from the flips that we can do. The only notable exceptions are Moggcatcher and Fleshwrither as those are direct tutors from our deck.
Flayer of the Hatebound - This is an amazing card for Grenzo. Remember that all of your creatures hit the graveyard first, then are brought back to the field. This means each successful flip turns into a damage ping. Why do I not include it? First, it has four power. This goes against the grain of our three power rule for the deck. Second, due to the three power rule the damage dealt is not as explosive as it could be.
Frogtosser Banneret - Not a great flip or hardcast as we rely on Grenzo to get all of our creatures...not our hand.
Goblin Chieftain - Buffs Grenzo and all of the other goblins in the deck and gives them haste. My only reservation is that I don't know how much either of those buffs truly make it worth running.
Goblin King - Same reasons as above. Mountainwalk is great, but I don't think we run enough goblins to make it worthwhile. I also prefer to be ignored and thus not swing at people.
Mindslicer - Oh how I wish this card had one less strength...it would be so good as the effect is negligible to us and detrimental to our opponents.
Purphoros, God of the Forge - Fails the rule of three power creatures. It would be an amazing card to always have in your hand though as all of those flips now turn much more deadly for the group. So if you don't mind being conspicuous and you prefer to run tutors, this could definitely work.
Triskelion - I feel like it's too much effort to set up a winning combo with Triskelion. There are so many other ways to win that this just feels weak to me.
Xiahou Dun, the One-Eyed - Xiahou is an excellent source of recursion that especially shines in builds that run more noncreature spells (such as Living Death). I however choose to not run him for 3 reasons. First, he's expensive, and I want to keep the deck cheap for those who are interested in trying Grenzo out. Second, I enjoy my creature heavy build and would prefer the balance I have over running other cool noncreature spells. Third, even if I did run him for my creature build, he puts those cards in hand which is something I rarely want.
Removed:
• Goblin Recruiter - This card has some extreme potential with scry, but with Viscera Seer being our only reliable way to get those goblins to the bottom, I've found that this card ends up being a disappointment way more often than I'd like.
• Balthor the Defiled - I've never once flipped over Balthor and found him useful...typically by the time I find him AND have enough creatures in my graveyard, I have some other way to recur them. The other downside is that he too often helps your opponents by filling their board with problematic creatures.
Added:
• Krenko, Mob Boss - I'd really like to test Krenko as I think he has some immense synergy with the deck. He'll always be tapping for at least two goblins with himself and Grenzo on the field, and he adds another potentially infinite combo with Thornbite Staff
• Body Snatcher - This card answers one of the biggest difficulties with the deck: a mana efficient way to get creatures out of your hand. Too often I get stuck with a full hand of expensive creatures that I don't want to cast. So this can be a clutch way to pull those creatures out and into play.
Removed:
• Howltooth Hollow - While this land has the occasional amazing hit off the top, it has fairly regularly secured several bad cards that I was forced to put on the bottom. There's nothing worse than getting 1 flippable creature, 2 lands and a Sol Ring off of the Hideaway trigger and knowing that at least two of your flips are now going to be whiffs.
Added:
• Path of Ancestry - This land is so good in the deck as it provides both of the colors we need and can give an free scry as a bonus whenever we cast our commander or a goblin.
Removed:
• Silent Arbiter - This card hasn't been doing enough for me recently, and I've been getting harsher and harsher on the instant value philosophy with this deck. It can be extremely helpful as a meta-dependent call, so I will be keeping it on the considered list, but it's not good enough right now for me.
• Sadistic Hypnotist - This creature can be excellent in controlling your opponents' answers and removing them preemptively. But since this deck combos at instant speed, the sorcery speed rule for his ability has lost me several games. He will still be relegated to the meta-call slot.
• Herald of Leshrac - If flipped early, this creature will set you off at lightning speeds. However, it also sets off your opponents and garners a lot of hate upon it's arrival. So I've rarely gotten enough value from it as it typically doesn't survive long.
Added:
• Corpse Connoisseur - Amazing addition to our creature tutors. With a digger loop online, this can spell an instant game over. Search for value piece in the early game or a combo piece in the later game.
• Yahenni, Undying Partisan - Instant speed sac outlet that can survive board wipes and become an enormous beat stick. There's nothing quite like having Yahenni and Deathbringer Thoctar on the field. Ping all the creatures, swing in for all the damage.
• Marionette Master - Extremely versatile card. Creates multiple creatures to sac for shenanigans, creates infinite mana with a digger loop and Ashnod's Altar, and serves as it's own win con. This card was long overdue to be added.
• Buried Ruin - With the amount of strong artifacts we utilize for the deck, having an additional method to recur them is never a bad idea.
Additional Changes:
• Added a new combo in "Marionette Digger" to our combo list.
• Added additional win conditions in the "Thornbite Welder" combo.
I'm testing the waters with removing some slow manafixing for some high value lands. If mana turns out to be an issue, I'll make the necessary changes; but since the deck has substantial amount of ramp, I don't think we'll have an issue.
Removed:
• Canyon Slough - Mana fixing is good, but this land comes into play tapped which is terrible in a deck that relies so heavily on a quick start. If a land does come into play tapped, it needs to have a more significant effect (Path of Ancestry).
• Auntie's Hovel - Once again, a tap land that requires a goblin in hand. And since we can't always guarantee that, it's too slow.
Added:
• Zhalfirin Void - Instant scry on an untapped land. This is good. Really good.
• Cabal Stronghold - This is the exact Cabal Coffers reprint that Grenzo needed. The reason we don't run coffers is because it basically requires Urborg, Tomb of Yawgmoth to even be useful. Stronghold, however, can tap for mana regularly and only has the potential to get better as the game goes on. And to clarify, Cabal Stronghold WILL count any basic Mountains you have that are affected by Urborg.
Removed:
• Ravenous Chupacabra - Our replacement for this is strictly better.
• Soldevi Digger - This engine is limited in only being able to grab the top card of your graveyard which has screwed me over several times. I believe it is being replaced with a superior engine that offers more versatility.
• Cabal Stronghold - Massively underperforming. Don't like it and its value has dropped with the amount of nonbasics we now include.
• Mindclaw Shaman - The card has underperformed for me as well, which is very sad to me. I constantly find myself picking a player that has no more instants/sorceries or has a worthless spell. This card will definitely stay on my radar though as it has performed well in the past, and it has a good chance of being rotated back in if my hand-hate seems to be lacking.
Added:
• Meteor Golem - Welcome to the future boys and girls. Rakdos now has enchantment removal...anything removal. This card is bonkers and can be an easily abusable source of versatile destruction. I love this card and can't ever forsee it being removed.
• Nim Deathmantle - This card provides a digger loop in one single cost (especially helpful if Grenzo is in the command zone). It also has the added benefit of being a failsafe for Grenzo. Boardwipe? No problem! Grenzo's back, and with the +2/+2 from the equipment, he's still able to flip the entire deck despite losing his +1/+1 counter. This card literally won me my last game by keeping Grenzo alive after two board wipes. Just confirmed everything I had hoped this card would be.
• Inventors' Fair - Free life gain and a free tutor for our busted artifacts. This land was long overdue.
• Avalanche Riders - Hits every land for the same price as the baboons.
• Goblin Trashmaster - An additional sac outlet, buffs Grenzo to stay at 3+ power, and destroys artifacts. Great and versatile card that will make a powerful inclusion in the deck.
• Path of Ancestry - This thing has performed pretty poor for me. It comes in tapped (which can be a pretty big detriment to us), and I almost never cast from hand where the Scry trigger matters.
• Junktroller - Hasn't performed as well as I had hoped. We don't run many creatures that don't have immediate impact when they hit the board, so if we do, that creature's slower setup needs to be worth the wait.
• Goblin Trashmaster - This card also hasn't performed as well as I had hoped. It has a pretty limited sac outlet with a dependent payout. Also, while it buffs Grenzo, it cannot be flipped without Grenzo already being at three which means it doesn't meet that functionality as good as Mad Auntie does.
• Myr Retriver - Making room for a better replacement.
Added:
• Dakmor Salvage - A land that can fill our graveyard further or be brought back to our hand in a pinch to secure a land drop. So it's almost never a dead flip by itself.
• Soldevi Adnate - Has the potential to ramp much harder than Manakin for the same CMC. Might as well go big or go home.
• Whisper, Blood Liturgist - Replacing Junktroller as an abusable recusion outlet that doesn't require additional mana investment. Our boards are typically full anyways, so the cost is minimal.
• Goblin Cratermaker - Amazing versatility as additional artifact destruction, targeted removal, or potential Eldrazi removal.
• Plaguecrafter - Just straight better than Fleshbag Marauder. Does everything our Fleshfriend does, except also kills Planeswalkers and destroys hands after their boards are empty. Too good to not include.
• Junk Diver - Switching from Myr Retriever for the Flying so that I can potentially block more damage.
Removed:
• 2 Mountains - Making room for better replacements in the manabase.
• Krenko, Mob Boss - So far I have never been able to go off with Krenko. My opponents kill him on sight, and I've never been able to assemble the Thornbite Krenko combo, so I'm taking it out for a powerful creature that represent a winning position on its own.
• Goblin Matron - Replacing her with a stronger and much more versatile tutor.
• Priest of Gix - Replacing with a creature that does relatively the same thing, but with a significant upside.
• Plague Myr - Removing one of our plentiful mana sources for a new card from Ravnica Allegiances. I'm very cautious about this removal as getting your mana fast is so vital to the deck. So we'll see if the Myr stays out for long.
Added:
• Luxury Suite - Strong dual land that gives us more options.
• Blood Crypt - Another Mountain/Swamp in one. Great land.
• Kuldotha Forgemaster - With just two other artifacts on the field (of which we run plenty) this card can immediately tutor in a Heartstone or Ashnod's Altar to finish out the game. And I'm sure there's some combo with Thornbite Staff somewhere that I haven't found yet.
• Imperial Recruiter - The only creature Goblin Matron finds that this one doesn't is Lightning Caster, but this creature can find so many other options that it's a far superior creature to run (and thankfully rather affordable now with the reprint).
• Emrakul's Hatcher - Does essentially what Priest of Gix does with two major benefits. First, the mana can be saved for later turns if necessary instead of requiring use immediately. Second, it creates creatures that can be sacced to our many outlets. It's just another source of infinite Digger Loop with Ashnod's Altar and Epitaph Golem
• Judith, the Scourge Diva - She buffs Grenzo to 3 naturally which keeps you rolling after a Tel-Jilad Stylus protection loop, and she provides another semi-Goblin Sharpshooter effect. I only wish she didn't have the "nontoken" clause...she would've been one of the strongest cards in our deck without it.
Removed:
• Goblin Cratermaker - This little guy has been fine in my testing, but has never really blown me away. He's been on my chopping block for a while, and I found such a powerful replacement that he was my first decision to cut.
• Judith, the Scourge Diva - A great card that could've been infinitely more valuable with the lack of the "nontoken" clause. She's another card that has been fine in my testing, but I've rarely been excited to flip Judith as she requires a lot of other setup pieces to be worthwhile.
• Millikin - I'm always wary of replacing mana dorks, but I feel like this addition is worthy of taking one out. Also, I've had a contentious relationship with Millikin as for every time it bins a creature card I can reanimate through the digger loop, it's also binned my Ashnod's or Thornbite which is never ideal.
Added:
• Goblin Engineer - This little goblin is a house. He immediately can tutor and bin any of our most powerful artifacts (Ashnod's Altar, Heartstone, Thornbite Staff, Nim Deathmantle), but he can also easily recur them to our hand to cast. I love my GY tutors, and this guy is no exception.
• Sling-Gang Lieutenant - Another amazing token generator that also serves as a sac outlet! What more could you want?! With a digger loop online, he can serve as a self-contained win condition with all of the life loss (which let's not forget, gets around a lot of annoyances).
• Dockside Extortionist - Ever since this little capitalist was spoiled, I knew he'd be an amazing inclusion in the deck. In more casual metas, he might be an extremely lackluster flip, but as the game progresses, his ability to generate 5+ treasure cannot be underestimated. Cards that meet multiple roles are always great, and this card serves as ramp and a possible infinite.
Delegated to Alternative List:
• All three removed cards - The cards that I removed are still good, and you shouldn't feel bad for running them. They can be great depending on your meta/play style. They just don't fit in mine currently.
• Chainer, Nightmare Adept - This card is great as a discard outlet, a source of haste and a possible way to recast creatures from the graveyard (sorcery speed). He's still in testing, but for now I feel confident putting him in this list until I've determined if he's a good fit (and what he can replace).
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Besides the deck, what I love most about this post is the photoshop skills! Excellent! That and I enjoyed going to the casino.
How has the deck played out for you? Have you tested it out much?
Thank you very much!
I actually have played the deck a lot and have done a lot of revisioning along the way. And through all these games, I've found a surprising amount of consistency in coming up with a win. It's so fun to watch the whole table get tuned in as you flip the bottom card of your deck to see if you got a treasure or a dud.
And I've personally been surprised by its resiliency. I've won games after suffering as much as 3 board wipes, so Grenzo has the potential to beat through even the most aggressive hate
It has quickly evolved into my favorite deck and it's almost always my go to in any playgroup.
Have you considered cards like Teferi's Puzzle Box and Mindmoil? Teferi's Puzzle Box disrupts opponents while allowing you to bottomdeck and thus know the order of certain cards for Grenzo. Mindmoil basically does the same but after casting a spell. These cards let you dig further into the deck while also setting up some cards for Grenzo at the bottom of your library.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Have you considered cards like Teferi's Puzzle Box and Mindmoil? Teferi's Puzzle Box disrupts opponents while allowing you to bottomdeck and thus know the order of certain cards for Grenzo. Mindmoil basically does the same but after casting a spell. These cards let you dig further into the deck while also setting up some cards for Grenzo at the bottom of your library.
As for Mindmoil, I really rarely cast cards from hand as I want the majority of my mana to be spent on flipping the bottom card of the deck. So I don't think this card would be a good fit.
first off, this deck looks so incredibly sweet, and really well done primer as well! great work.
second off, a recommendation that i was surprised to see excluded is Path of Ancestry; it's powerful in tribal decks anyways, but especially when scrying is so powerful in the deck i feel like it's very worthy of the slot.
i might put this deck together, looks like a ton of fun!
Props on the deck; it looks amazingly fun to play. Grenzo saving himself via getting sac'd, tucked, and flipped is tech I didn't think about before reading this thread although it would remove any counters on him at the time.
As a thought experiment based on that:
What would you do if you had the limitation of only 2 power or less rather than 3?
This would cut out quite a few important cards:
Could it still be viable to play without these? You would always have the consistency of being able to flip all of your creatures no matter how many counters Grenzo had on him, but you cut out some combo wins, a Reito Lantern on a body, mass sacrifice, Deathbringer's powerful removal, tutoring, and reanimation. It is a rather large limitation.
first off, this deck looks so incredibly sweet, and really well done primer as well! great work.
second off, a recommendation that i was surprised to see excluded is Path of Ancestry; it's powerful in tribal decks anyways, but especially when scrying is so powerful in the deck i feel like it's very worthy of the slot.
i might put this deck together, looks like a ton of fun!
Thank you so much! It was definitely a passion project for me, so I'm glad to hear that you enjoyed it. As for Path of Ancestry, I can't believe that I missed playtesting with this land. My initial thoughts on this card are as follows:
1. A majority of the deck lacks a goblin tribal tag, but as you state, the scry mechanic is just too good to pass up. There's really no reason to not run this as it's flexible mana with an occasional crazy upside.
2. It's another tapped land. But this can easily be reconciled by removing a different tap land from the list. I've been thinking of removing Howltooth Hollow anyways as it's definitely underperformed for me.
Props on the deck; it looks amazingly fun to play. Grenzo saving himself via getting sac'd, tucked, and flipped is tech I didn't think about before reading this thread although it would remove any counters on him at the time.
As a thought experiment based on that:
What would you do if you had the limitation of only 2 power or less rather than 3?
This would cut out quite a few important cards:
Could it still be viable to play without these? You would always have the consistency of being able to flip all of your creatures no matter how many counters Grenzo had on him, but you cut out some combo wins, a Reito Lantern on a body, mass sacrifice, Deathbringer's powerful removal, tutoring, and reanimation. It is a rather large limitation.
I find this an excellent thought experiment, and will probably have to give some more thought to it before I can give a detailed reply of how I'd change the deck with this limitation. But I have encountered this issue before in game a couple of times, and here's what I've found:
Even with Grenzo being stuck at 2, the majority of his flips are amazing; and they can eventually lead to a point where Grenzo either gains the additional power from a prior flip (Mad Auntie) or I gain such an advantage in mana that I can sac and cast him again if necessary. Also, the graveyard is almost never a bad place for your key combo pieces to be, because they're an easy digger loop or Dread Return away.
So it looks like Grenzo may gain some popularity with the recent Game Knights episode where Josh Lee Kwai pilots his own version of the commander. Here is the link to that video:
What I found interesting is that Josh does play by the 3 power rule when casting Grenzo, but he also runs other 4+ power creatures thus lowering the consistency of a good flip. So I wrote down every single card that Josh played in the match that didn't align with our current list and decided to give my opinion on each of those differences.
Etali, Primal Storm - To be honest, I have no idea why this card is in his list at all. It has no significant interactions with the goal of his deck. I understand it's a fun card, I just feel it's completely out of place.
Fire Diamond - Once again, we want creatures to minimize the chance of a bad flip. So if we're running a non-creature card, it better be extremely important...and I don't see an extra mana rock that ETB's tapped fulfilling that requirement.
Jaya Ballard - As stated in the guide as the reason we don't run things like Feldon of the Third Path, I prefer to not run creatures with mana costed abilities as they directly cut into the amount of activations with Grenzo. My only exceptions are Fleshwrither and Moggcatcher since those are direct tutors for wincons.
Hell's Caretaker - One of the few cards I would consider adding to this list. Saccing is never an issue and is more often a benefit. And having that sac translate to direct creature recursion is pretty spicy. So I'm adding this to the consideration list as it will help with more consistency from grabbing our wincons out of the GY.
Mindmoil - I REALLY don't want to cast a do nothing enchantment for 5 mana that I could be spending on flips. And while it's following benefit can be amazing, it requires us to continue casting from our hand!!! That goes against the primary goals of this deck, and really just removes some of the fun of never knowing what's on the bottom. Also, unlike all of our other nonland, noncreature card; this can never be recurred from the graveyard. I do not recommend.
Nekrataal - Already in my considered list as it's more removal on a flippable creature. I'd personally rather run Shriekmaw as it's a better card when drawn, but Nekrataal has the advantage of always being flippable even with Grenzo at 2 power.
Olivia Voldaren - Same as Jaya, I don't like mana abilities. It's cool to have the ability to steal creatures, but we already have enough powerhouses in our deck, and Olivia can't really outpace any of them.
Terminate - Nonland, noncreature card that's not recurrable. Just run Nekrataal instead.
Tree of Perdition - Hilarious addition to the deck and one that I never really thought of before. I would say this card is more dependent on your playgroup. This deck typically wins with infinite combos anyways, but in the off chance that you're going against an Oloro, Ageless Ascetic deck and you have to ping him down with Goblin Sharpshooter, this could be a clutch pull. Thus, I can only recommend this card on a meta-dependent basis.
Vampiric Tutor - Nonland. Noncreature. Nonrecurrable. Hopefully, I shouldn't have to stress this too often anymore. Our current tutors do just fine in grabbing what we need at the time, and an extra benefit is that our tutors immediately put creatures on the battlefield.
Vandalblast - This deck could use some more easy artifact destruction, but it's not entirely necessary. If destroying artifacts is your thing, grab Viashino Heretic instead or some other creature.
Vedalken Orrery - The only benefit this adds to the deck is being able to cast Grenzo at instant speed. Everything else we do is already accomplished at instant speed through Grenzo activations. However, I could see an argument for this as it allows Grenzo to be immediately recast after a boardwipe to continue his shenanigans.
And that's all of them! If I missed any, let me know and I'll add them to the above analysis. Hope this video brings in more gamblers and spreads the joy of chaos!
So two weeks after appearing in Game Knights, our master and commander, Grenzo, Dungeon Warden has received a full deck tech from the Command Zone. Here are my analysis of the additional cards in this deck that weren't shown in the Game Knights episode:
* Clone Shell - I have gone back and forth on this card in my own list. It can help set up the bottom of our deck relatively well, however, in practice I've found it pretty underwhelming. Forcing us to bottom cards (especially when those cards are lands) feels terrible, and is a reason why I'm considering removing the hideaway lands from the list. I will try this one again, but in my experience, there are better creatures with more impactful ETB's than this one.
- Ignition Team - Our deck doesn't really care about massive beaters, and it sure doesn't want to use our precious mana to animate lands. Hard pass on this one.
- Imperial Recruiter - With the masters 25 reprints, this card is an excellent additional tutor to run in your deck. If you have this one, there's no reason to not run it, unless you enjoy a bit of inconsistency which is why I won't be adding an additional tutor.
- Thran Turbine - Noncreature artifact that can create free flips over the course of the game. I'll consider this one and probably test it out, but I have a feeling it's not going to contribute enough to make the list.
- Twilight Prophet - This deck can easily hit City's Blessing by turn 5-6, but drawing cards is vastly inferior to flipping them. I want to reduce my chances of drawing a Herald of Leshrac, not increase them.
Those should be all of the additional cards from this episode that haven't already been covered in previous posts. Thanks everyone!
I had a stranger Grenzo deck and it was working however I wanted to change it up saw this and the deck has started drifting in that direction, I really like the chaos off it and while I have couple more spells and missing a couple bits here and there it is a grand time.
I had a stranger Grenzo deck and it was working however I wanted to change it up saw this and the deck has started drifting in that direction, I really like the chaos off it and while I have couple more spells and missing a couple bits here and there it is a grand time.
Thank you so much for sharing! I always enjoy looking at others' lists and seeing the different directions taken. You're definitely running more non-creature cards than I'd prefer, but I can see the reasons for running things like Living Death. However, without a way to recur those from your graveyard, I think you'll find they make extremely disappointing flips.
Also I love your inclusion of Marionette Master. I'm considering adding her myself as she creates a great board wipe deterrent when you have 4+ artifact creatures. And with Pitiless Plunderer and a sac outlet, she's almost a guaranteed win. I'll be adding her to my considered list and will start playtesting with her.
But there is a way to get them back, all the non-artifact Grenzo nonflips are Black and Xiahou Dun, the One-Eyed is very good at getting those things back and even looping the Living Death if the conditions are correct.
But there is a way to get them back, all the non-artifact Grenzo nonflips are Black and Xiahou Dun, the One-Eyed is very good at getting those things back and even looping the Living Death if the conditions are correct.
Ah! I apologize for missing that interaction. Your noncreature inclusions make a whole lot more sense with that loop available; and Fleshwrither can even tutor for Xiahou which is great. I'll probably have to add this to my cards under consideration as well
But there is a way to get them back, all the non-artifact Grenzo nonflips are Black and Xiahou Dun, the One-Eyed is very good at getting those things back and even looping the Living Death if the conditions are correct.
I've considered Xiahou and have come to the conclusion that he will be relegated to the "Cards Not Included List". Here are my primary reasons for passing over him:
1. He's expensive, and I want to keep the deck cheap for those who are interested in trying Grenzo out.
2. I enjoy my creature heavy build and would prefer the balance I have over running other noncreature spells.
3. Even if I did run him for my creature build, he puts those cards in hand which is something I rarely want.
We hit Primer status everyone!!! This has been something I've wanted to achieve ever since I first visited this site, and I'm so excited to finally have fulfilled this mini-dream of mine.
As for updates, I will be posting a review of the Dominaria set soon, so stay tuned!
Love this deck list, I am play testing mine soon.
Have you considered Vessel of Endless Rest. I know it is a noncreature artifact. But it also doubles as a mana ramp beyond its awesome ten effect. Plus it can be cheated out with goblin welder.
Also, although crypt ghast is a stupid good card, I don't think it can be played in this deck due to the color identity rule. It is technically a white black card right?
Love this post super comprehensive.
Love this deck list, I am play testing mine soon.
Have you considered Vessel of Endless Rest. I know it is a noncreature artifact. But it also doubles as a mana ramp beyond its awesome ten effect. Plus it can be cheated out with goblin welder.
Also, although crypt ghast is a stupid good card, I don't think it can be played in this deck due to the color identity rule. It is technically a white black card right?
Love this post super comprehensive.
Glad you enjoy the list! As for your suggestion, I actually used to have Vessel of Endless Rest in my initial list, but I really wanted to minimize the amount of non-creature artifacts, and this was one of the first to be cut for two reasons;
1. It's expensive and I'd rather be casting Grenzo and/or flipping with that mana.
2. While it's effect is good, it's a one time deal and we have enough artifacts in the list that do the same thing an infinite number of times.
So the card is outclassed as a mana rock and as a recursion effect, which is why I chose to cut it.
As for Crypt Ghast, it actually is allowed in any black deck. That's because the Extort mechanic only shows the W/B symbol in the reminder text which is different from rules text. You can tell the difference by the fact that the explanation is in parentheses, so the W/B symbol has no affect on the color identity. So you can also run Blind Obedience in any white deck
Hey, loving the Grenzo deck. I’m curious is there a reason you’re not running Canal Dredger? He’s legal in Commander, it’s just his draft exclusive text does nothing. You also get style points for running a draft based card.
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Hey, loving the Grenzo deck. I’m curious is there a reason you’re not running Canal Dredger? He’s legal in Commander, it’s just his draft exclusive text does nothing. You also get style points for running a draft based card.
Hey ChaosNomad! Canal Dredger is pretty synonymous with Junktroller, and I personally chose the latter due to the ability to target your opponents' GYs as well, which means I can remove recursion pieces from them in response to a target. I definitely did consider running both, but ultimately chose not to as the tap effect is only abusable with Thornbite Staff and is therefore already weaker than it's other mana-activation counterparts (Reito Lantern,Soldevi Digger, and Epitaph Golem).
So I personally wouldn't run both since I don't think any of my current creature choices would be worth cutting for it. However, if your meta allows it, I could definitely see cutting Silent Arbiter (or some other meta-dependent pick) to run Canal Dredger.
I noticed my mistake after I posted About crypt ghast, my apologies. If i may, what are your thoughts on corpse connoisseur? Does it work as a digger loop feeder for specific creatures outside of goblin tutoring?
I noticed my mistake after I posted About crypt ghast, my apologies. If i may, what are your thoughts on corpse connoisseur? Does it work as a digger loop feeder for specific creatures outside of goblin tutoring?
No problem at all! As for Corpse Connoisseur, I've looked at it before and passed over it, but I do admit I should probably take another look at it.
My initial concern was flipping him too early and being faced with drawing hate from putting an obvious combo piece in my graveyard.
But I think that concern is unfounded as getting him early just means I can put a value piece in the GY instead. And having an early Reito Lantern or Soldevi Digger just makes that situation even better as it ensures a quick value flip. And then of course later in the match, this card is game ending.
Thanks for the suggestion! I'm probably gonna have to find a slot for it now along with another addition I'm putting in
Great primer, Grenzo was the first EDH deck I ever made. I had kind of taken it apart over the years but after I saw this primer I've started rebuilding him.
Looks like we got a couple of goodies from Dominaria, Zhalfirin Void gives us an untapped scryland and Whisper, Blood Liturgist is Hell's Caretaker without the timing restriction, though we do have to sac another creature, might be good if we want another thornbite staff combo.
I've found a couple cards I think might be worth consideration while I've been rebuilding my Grenzo deck so I thought I'd post them here.
Buried Ruin - With how crucial our artifacts are for our combos this seems like a nice way to pick up a flipped/destroyed artifact. We're two colors so I figure the colorless mana doesn't hurt too much.
Agent of Erebos - Seems like the best graveyard hate we can add to the deck, a flippable creature and is four mana for our tutors.
Ravenous Chupacabra - I have this in my list over Bone Shredder, one more mana to hardcast but it can kill anything. Also makes it tutorable.
Crypt Rats - Mana hungry but I feel like having a access to a board wipe could be strong. Also deals damage to players.
Yahenni, Undying Partisan - If we need another sac outlet this seems like a good option. Instant speed sac and can survive a board wipe, get huge, and beat down. Also make a good blocker.
Arcbound Reclaimer - Not sure the deck needs more artifact recursion but this seems like a decent choice if it does.
Dualcaster Mage - Not a very good blind flip but in a very spell heavy meta it could do some work. Seems fun once you have a digger loop active.
My original build of Grenzo had way too many non-creatures but there were a couple I would consider running.
Mana Geyser - This card very easily makes 20+ mana when cast and can let us dig super deep into the deck. Out of all the non-creatures I ran in my old build this one seems like the most likely to make it into my new build.
Braid of Fire - Games when you cast this on turn two feel so great. But being a dead flip and a pretty dead draw late game makes me lean toward not putting it in my new build.
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My Story with This Deck
Why Play Grenzo?
The Decklist
Card Analysis
Combos
Game Plan
Alternative Meta Picks
Cards Not Included
Change Log
Now many may know that there is a tier 1.5-2 variant of Grenzo that runs Doomsday. This is not that Deck. I decided to go a more casual, luck-based route. But what I found was an unassuming monster of a deck that could adapt to casual or competitive metas, win explosively out of nowhere, and truly felt like a slot machine of fun. This is how I came to love the chaos and flexibility of this Rakdos deck, and this is why I’m super excited to bring this bundle of fun to you.
You should place your bets with Grenzo if:
• You like having flexibility and a variety of different ways to win
• You like having a different experience every time you play
• You like having resiliency to bounce back from a losing board state
• You like having an extreme amount of crazy interactions and loops
• You like having most of your actions be uncounterable
• You like doing things at instant speed
• You like keeping your group in suspense with what will come next
You should leave the casino grounds if:
• You don't like relying on your commander
• You prefer to tutor the same combo every time
• You prefer being in control of everything your opponents do
• You don’t like complicated win conditions
• You enjoy spellslinging
• You enjoy having answers to Enchantments…you’re playing Rakdos…get over it
There’s really nothing like Grenzo. He truly he is a unique commander. But if you're looking for something different in Rakdos, here are the ones I'd recommend:
Olivia Voldaren – Olivia is a very strong Vampire commander that serves a more control-oriented build. Whereas Edgar Markov will be swinging way earlier, Olivia will play the game of stealing and abusing. She's a much more political commander than Edgar and gives room towards a very different playstyle of vamps.
Mogis, God of Slaughter/Kaervek the Merciless – Mogis and Kaervek contribute to a similar strategy of pain with no gain. They’re political in that their pain is evenly distributed, but it can draw a lot of attention when people start getting tired of taking damage for everything they do. Nevertheless, I can attest to losing several times to these decks as their oppressiveness and punishments are brutal.
Wort, Boggart Auntie – Wort is a goblin tribal commander that works excellently in slower and more casual groups. She's much less explosive than her fellow goblin commanders, but is a source of reliable recursion if she sticks around. If you need B/R goblins and want to play a slower game, go Wort. Otherwise, go Grenzo or Krenko, Mob Boss for some explosive goblin tribal.
The Scorpion God – You should probably be playing Hapatra, Vizier of Poisons if you want a -1/-1 themed deck. But he is still a very cool and unique take for a Rakdos commander.
Decklist by Function
1 Grenzo, Dungeon Warden
Cheating Trinkets
1 Ashnod's Altar
1 Heartstone
1 Nim Deathmantle
1 Rakdos Signet
1 Reito Lantern
1 Sol Ring
1 Tel-Jilad Stylus
1 Thornbite Staff
Payout - Goblin Cronies
1 Goblin Engineer
1 Goblin Welder
1 Mad Auntie
1 Siege-Gang Commander
1 Sling-Gang Lieutenant
1 Tuktuk Scrapper
1 Goblin Sharpshooter
Payout - More Mana
1 Burnished Hart
1 Crypt Ghast
1 Dockside Extortionist
1 Emrakul's Hatcher
1 Iron Myr
1 Leaden Myr
1 Palladium Myr
1 Pawn of Ulamog
1 Pilgrim's Eye
1 Pitiless Plunderer
1 Priest of Urabrask
1 Soldevi Adnate
1 Solemn Simulacrum
1 Treasonous Ogre
1 Workhorse
1 Dimir House Guard
1 Skirk Prospector
1 Viscera Seer
1 Yahenni, Undying Partisan
Payout – Wincons (not exclusive)
1 Kiki-Jiki, Mirror Breaker
1 Lightning Crafter
1 Murderous Redcap
1 Zealous Conscripts
Payout – Other Goodies
1 Anger
1 Avalanche Riders
1 Body Snatcher
1 Corpse Connoisseur
1 Deathbringer Thoctar
1 Duplicant
1 Epitaph Golem
1 Faceless Butcher
1 Furystoke Giant
1 Fleshwrither
1 Gonti, Lord of Luxury
1 Gray Merchant of Asphodel
1 Imperial Recruiter
1 Junk Diver
1 Kuldotha Forgemaster
1 Marionette Master
1 Meteor Golem
1 Mesmeric Fiend
1 Metallic Mimic
1 Moggcatcher
1 Phyrexian Delver
1 Plaguecrafter
1 Puppeteer Clique
1 Whisper, Blood Liturgist
1 Zulaport Cutthroat
1 Dread Return
The Casino Grounds
1 Ancient Tomb
1 Blood Crypt
1 Buried Ruin
1 Command Tower
1 Dakmor Salvage
1 Dragonskull Summit
1 Drownyard Temple
1 Graven Cairns
1 Great Furnace
1 Homeward Path
1 Inventors' Fair
1 Luxury Suite
7 Mountain
1 Nykthos, Shrine to Nyx
1 Smoldering Marsh
1 Spinerock Knoll
9 Swamp
1 Temple of Malice
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Zhalfirin Void
Decklist by Type
1 Grenzo, Dungeon Warden
Creatures
1 Anger
1 Avalanche Riders
1 Body Snatcher
1 Burnished Hart
1 Corpse Connoisseur
1 Crypt Ghast
1 Deathbringer Thoctar
1 Dimir House Guard
1 Dockside Extortionist
1 Duplicant
1 Emrakul's Hatcher
1 Epitaph Golem
1 Faceless Butcher
1 Furystoke Giant
1 Fleshwrither
1 Goblin Engineer
1 Goblin Sharpshooter
1 Goblin Welder
1 Gonti, Lord of Luxury
1 Gray Merchant of Asphodel
1 Imperial recruiter
1 Iron Myr
1 Junk Diver
1 Kiki-Jiki, Mirror Breaker
1 Kuldotha Forgemaster
1 Leaden Myr
1 Lightning Crafter
1 Mad Auntie
1 Marionette Master
1 Meteor Golem
1 Mesmeric Fiend
1 Metallic Mimic
1 Moggcatcher
1 Murderous Redcap
1 Palladium Myr
1 Pawn of Ulamog
1 Phyrexian Delver
1 Pilgrim's Eye
1 Pitiless Plunderer
1 Plaguecrafter
1 Priest of Urabrask
1 Puppeteer Clique
1 Siege-Gang Commander
1 Sling-Gang Lieutenant
1 Skirk Prospector
1 Soldevi Adnate
1 Solemn Simulacrum
1 Treasonous Ogre
1 Tuktuk Scrapper
1 Viscera Seer
1 Workhorse
1 Whisper, Blood Liturgist
1 Yahenni, Undying Partisan
1 Zealous Conscripts
1 Zulaport Cutthroat
1 Ashnod's Altar
1 Heartstone
1 Nim Deathmantle
1 Rakdos Signet
1 Reito Lantern
1 Sol Ring
1 Tel-Jilad Stylus
1 Thornbite Staff
Sorcery
1 Dread Return
Lands
1 Ancient Tomb
1 Blood Crypt
1 Buried Ruin
1 Command Tower
1 Dakmor Salvage
1 Dragonskull Summit
1 Drownyard Temple
1 Graven Cairns
1 Great Furnace
1 Homeward Path
1 Inventors' Fair
1 Luxury Suite
7 Mountain
1 Nykthos, Shrine to Nyx
1 Smoldering Marsh
1 Spinerock Knoll
9 Swamp
1 Temple of Malice
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Zhalfirin Void
Budget List (under $100)
1 Grenzo, Dungeon Warden
Creatures
1 Anger
1 Beetleback Chief
1 Body Snatcher
1 Burnished Hart
1 Corpse Connoisseur
1 Deathbringer Thoctar
1 Dimir House Guard
1 Duplicant
1 Emrakul's Hatcher
1 Epitaph Golem
1 Faceless Butcher
1 Fleshwrither
1 Furystoke Giant
1 Goblin Cratermaker
1 Goblin Matron
1 Goblin Sharpshooter
1 Goblin Welder
1 Gonti, Lord of Luxury
1 Gray Merchant of Asphodel
1 Iron Myr
1 Junk Diver
1 Kiki-Jiki, Mirror Breaker
1 Leaden Myr
1 Lightning Crafter
1 Mad Auntie
1 Marionette Master
1 Mesmeric Fiend
1 Metallic Mimic
1 Meteor Golem
1 Millikin
1 Moggcatcher
1 Murderous Redcap
1 Palladium Myr
1 Pawn of Ulamog
1 Phyrexian Delver
1 Pilgrim's Eye
1 Pitiless Plunderer
1 Plague Myr
1 Plaguecrafter
1 Priest of Gix
1 Priest of Urabrask
1 Puppeteer Clique
1 Ravenous Baboons
1 Siege-Gang Commander
1 Skirk Prospector
1 Soldevi Adnate
1 Solemn Simulacrum
1 Treasonous Ogre
1 Tuktuk Scrapper
1 Viscera Seer
1 Whisper, Blood Liturgist
1 Workhorse
1 Yahenni, Undying Partisan
1 Zealous Conscripts
1 Zulaport Cutthroat
1 Ashnod's Altar
1 Heartstone
1 Rakdos Signet
1 Reito Lantern
1 Sol Ring
1 Soldevi Digger
1 Tel-Jilad Stylus
1 Thornbite Staff
Sorcery
1 Dread Return
Lands
1 Buried Ruin
1 Command Tower
1 Dakmor Salvage
1 Drownyard Temple
1 Graven Cairns
1 Inventors' Fair
11 Mountain
1 Rakdos Carnarium
1 Smoldering Marsh
1 Spinerock Knoll
14 Swamp
1 Zhalfirin Void
TappedOut List for those who want to see a price, average cmc, and other such info.
https://tappedout.net/mtg-decks/grenzo-dungeon-warden-the-slot-machine-of-value-1/?cb=1547241190
This section will go into full detail for every inclusion in the deck. I will begin with the non-creature artifacts as they serve several primary functions in the deck and will contribute to a significant portion of the available combos.
• Ashnod's Altar – Hopefully you already understand why this card is so broken. While sac outlets are superb in this deck, additional mana for those sacs is just broken. So you can either sac creatures for additional flips (which some creatures will net multiple sacs) or use this as a win condition with Reito Lantern,Epitaph Golem, or Soldevi Digger to flip a key creature multiple times.
• Heartstone – Way too good in this deck. Grenzo goes off the rails once this card hits the field as that 10 mana you have on the field now represents hitting 10% of your deck which is bound to find some crazy things.
• Nim Deathmantle – Allows us to recur key creatures after saccing and creates a fair number of infinite combos. Also serves as important protection for Grenzo as a boardwipe can really set you back in this deck; and not only does the Deathmantle bring Grenzo back, but it also gives him +2/+2 in stats to ensure he can still hit all 3 power creatures in the deck.
• Reito Lantern – You've probably never heard of this artifact, but it enables some of the most busted interactions in the deck. With an available sac outlet you can sac a key creature, activate the Lantern to put it from the GY on the bottom of your library, and then use Grenzo's activation to reflip it thus creating a loop to reactivate ETB’s. Spending four mana to re-flip a Gray Merchant of Asphodel? Yes please! Saccing Siege-gang Commander and all of his tokens to Ashnod's Altar then using the loop to generate infinite mana? Heck yes!!! These are great and you should run both of them.
• Thornbite Staff – The last broken non-creature artifact in the deck. The key reason we run this card is for the phrase at the end of the first paragraph; “Whenever a creature dies, untap this creature.” This can create some silly combinations with Goblin Welder or infinite copies with a sac outlet and Kiki-Jiki, Mirror Breaker. Also note that if you flip Kiki-Jiki, Mirror Breaker with the staff in play, it will auto-equip due to Thornbite Staff’s second ability and the fact that Kiki-Jiki is a shaman.
• Goblin Welder – Powerful artifact recursion and the source of several combos with Thornbite Staff.
• Siege-Gang Commander – An amazing token producer. If you can get Ashnod's Altar + the Digger loop online, Siege-Gang Commander makes infinite mana. And his ability to instantly represent 4 tappable creatures for Furystoke Giant or 4 sacs for something like Sadistic Hypnotists is amazing
• Sling-Gang Lieutenant - Another amazing token generator that also serves as a sac outlet! What more could you want?! With a digger loop online, he can serve as a self-contained win condition with all of the life loss (which let's not forget, gets around a lot of annoyances).
• Mad Auntie – Places Grenzo’s power at 3 which means he no longer needs the +1/+1 counter. Also serves as regeneration protection for Grenzo.
• Tuktuk Scrapper - Artifact removal that can be repeated through the Digger Loop.
• Goblin Sharpshooter – With the amount of sacs we’re able to generate, this card can quickly turn into its own win con.
• Crypt Ghast – Doubling the amount our swamps produce is just too good to pass up. Then if you get your Urborg, Tomb of Yawgmoth out, you are off to the races. Also the Extort mechanic could end up saving your life occasionally.
• Dockside Extortionist - Cards that meet multiple roles are always great, and this card serves as ramp and a source of easy infinite with a digger loop. This guy can easily generate 5+ treasures as the game progresses, and can help mitigate the scenario where you're the only player without a signet/sol ring in hand.
• Iron Myr/Leaden Myr/Palladium Myr – Flips that potentially make more flips. They also serve as a great way to ramp early when in your starting hand.
• Emrakul's Hatcher/Priest of Urabrask – Flips that not only pay for themselves, but can also mean an additional flip if you were already sitting at odd number of mana. Emrakul's Hatcher also has the added benefit of securing its mana in saccable creatures to save for alter turns or use for other shenanigans.
• Pawn of Ulamog/Pitiless Plunderer – Both of these creatures will generate a ton of value through board wipes and/or your own saccing shenanigans. In many cases, one of these creatures can suffice instead of an Ashnod's Altar to generate infinite flips with the Digger Loop.
• Soldevi Adnate – Provides a powerful and sudden source of mana generation that can feed into several flips at once. Add on a Thornbite Staff and you can generate a quick and efficient loop that can potentially go through your whole deck.
• Treasonous Ogre – An additional flip for 6 life. This card has created several silly comebacks out of nowhere. When I know the game is about to be lost, I will use as much life as I can to try to flip into a wincon. Or just use this in conjunction with Gray Merchant of Asphodel and a Digger Loop to kill everyone. Free mana on demand is definitely worth the 3 life.
• Workhorse – Much like the priests, Workhorse pays for himself. But he also has a couple of abusable functionalities as an artifact creature.
• Skirk Prospecter – Multifunctional as a sac outlet and a mana source.
• Viscera Seer – Scry + Grenzo = the actual nuts. Now you can exert even more control over what you flip.
• Yahenni, Undying Partisan – Sac outlet that can survive board wipes and become an enormous beat stick.
• Lightning Crafter – Serves as an instant win with Kiki-Jiki, Mirror Breaker, a strong pinger with Thornbite Staff (auto-equips due to Shaman tribe), and protection for Grenzo with the champion ability. This guy is truly an all-star and one of my favorite cards in the deck. If you can reliably get a Digger Loop on Lightning Crafter, you can ensure that Grenzo is always on the field and survives every board wipe.
• Murderous Redcap – A damage dealing ETB with persist is a recipe for winning. If you have Ashnod's Altar and the Digger Loop, you can sac and recur him infinitely.
• Zealous Conscripts – Steal creatures to sac for your own shenanigans or combine with Kiki-Jiki, Mirror Breaker for a win. Remember that this steals a PERMANENT, so you can use your friend's Ashnod's Altar too!
• Avalanche Riders – Because I can’t afford Goblin Settler at this time, this is my land destruction.
• Body Snatcher - This card answers one of the biggest difficulties with the deck: a mana efficient way to get creatures out of the hand. With this, you can discard that Herald of Leshrac and easily res it through Body Snatcher's second ability or a digger loop. Also can be used as straight recursion for a key creature that was already in your graveyard.
• Corpse Connoisseur – Tutors creatures directly into our graveyard to make them more easily accessible through recursion or a digger loop. Find value pieces in the early game or find combo pieces in the later stages and finish everyone off.
• Deathbringer Thoctar – I had my doubts when I first included this creature in my list, and boy was I wrong.
• Duplicant – Remove a creature on ETB and steal their power and toughness. Get a Digger Loop, and you can remove every creature that bothers you.
• Epitaph Golem – A creature that serves the Reito Lantern functionality of the Digger Loop while costing 1 colorless less! Get a Heartstone in play, and now you can recur any creature in your graveyard for 2 mana.
• Faceless Butcher – Temporary creature removal, or permanent creature removal if a sac outlet is present. How this works is when Faceless Butcher enters the battlefield, put his ETB trigger on the stack. Then sac Faceless Butcher before the ETB resolves which triggers his Leave the Battlefield ability. The ETB trigger will then resolve and remove the creature permanently since Faceless Butcher has already left play.
• Furystoke Giant – Most games, you will find that you have a pretty substantial board presence due to people not fearing most of our creatures after their initial effects. In that situation, Furystoke Giant is one of the strongest flips you can get. He often means instant death to at least one player, or at the very least a selective boardwipe. And due to persist, you can sac him your following turn to do damage all over again!
• Fleshwrither – Another creature tutor. This guy is great because he puts the tutored creature directly onto the battlefield. Here are the key creatures you can search for depending on the situation: Tuktuk Scrapper – Artifact destruction, Crypt Ghast – More mana, Lightning Crafter – combo piece, Murderous Redcap – combo piece, Dimir House Guard – sac outlet, Faceless Butcher – creature removal, Avalanche Riders – land destruction.
• Gonti, Lord of Luxury – Great value card. Who knows what you’ll find and what new combos you can create from your opponent’s deck!
• Gray Merchant of Asphodel – Such an amazing card, especially with a Digger Loop. I played a game recently where I was at 6 life and was able to flip Gary and loop him a
• Imperial Recruiter – A tutor that finds half of our deck and can bring whatever you need into hand. Super versatile tutor that definitely should be ran.
• Junk Diver – Additional artifact recursion that is abusable with Goblin Welder and Thornbite Staff.
• Kuldotha Forgemaster – This deck runs a lot of artifacts, so being able to convert some of your dorks directly into an Ashnod's Altar or Heartstone could immediately finish the game. Just make sure to tap your dorks for mana before saccing them.
• Marionette Master - Extremely versatile card. Creates multiple creatures that can generate infinite mana with a digger loop and Ashnod's Altar, and serves as it's own win condition.
• Metallic Mimic – Removes the need to pay the extra 1 mana for Grenzo’s X cost as well as creating an infinite combo with Murderous Redcap and a sac outlet.
• Meteor Golem – Destroy anything. This is the must needed enchantment removal Rakdos was lacking, and now it's on an abusable creature. You can digger loop this creature into oblivion and make all of your enchantress opponents cry.
• Moggcatcher– Tutoring a goblin is great. Placing that goblin on the battlefield for free is even better. *coughKiki-Jiki, Mirror Breakercough*
• Phyrexian Delver – For when you don’t have the mana/tools to perform a Digger Loop.
• Puppeteer Clique – Work amazingly in this deck and allows a lot of silly combos from your opponents’ graveyards. And once again, persist makes this card oppressive.
• Whisper, Blood Liturgist – Serves as a great source of recursion with minimal cost (because our boards are almost always full).
• Zulaport Cutthroat – Create an infinite Digger Loop with Ashnod's Altar or Siege-Gang Commander + Skirk Prospector, and this guy will singlehandedly finish the game. Also great for large board wipes.
• Buried Ruin - Functions as additional artifact recursion in case Goblin Welder is inaccessible.
• Command Tower/Dragonskull Summit/Graven CairnsSmoldering Marsh – Mana fixing to ensure we get that sweet turn 3 Grenzo (or cast whatever else we may need to).
• Dakmor Salvage – A non-dead flip land that can be returned to our hand while simultaneously putting more cards into our graveyard (where we can easily abuse them).
• Drownyard Temple – A non-dead flip land that can be returned to our battlefield for ramp.
• Great Furnace/Vault of Whispers – Serve as additional targets for Goblin Welder.
• Inventors' Fair – A powerful land that offers free life gain (especially nice for more Treasonous Ogre activations) and allows us to search for one of our busted artifacts, which should end the game quickly.
• Spinerock Knoll – Primarily played for the bottom of the library fixing.
• Temple of Malice – Scrying is godly in Grenzo.
• Urborg, Tomb of Yawgmoth – Two words: Crypt Ghast
• Nykthos, Shrine to Nyx – More mana = more flips.
• Zhalfirin Void – Instant scry which is godly in this deck. And as an additional plus, the land can also instantly be tapped for mana! Win/Win
Kiki-Jiki, Mirror Breaker + Zealous Conscripts
1. Tap Kiki-Jiki targeting Zealous Conscripts.
2. When the copy comes into play, target Kiki-Jiki with its untap affect.
3. Repeat 1000+ times
4. Swing in for the kill.
Kiki-Jiki, Mirror Breaker + Lightning Crafter + Any Sac Source
1. Tap Kiki-Jiki targeting the Lightning Crafter.
2. When the copy comes into play, it will require you to champion a goblin; champion Kiki-Jiki.
3. Tap the Lightning Crafter copy to deal 3 damage to target player.
4. Sac the Lightning Crafter copy.
5. Kiki-Jiki comes back into play untapped.
6. Repeat for infinite damage.
Kiki-Jiki, Mirror Breaker + Thornbite Staff + Any Creature + Any Sac Source
1. Tap Kiki-Jiki targeting the creature.
2. Use the copy of the creature (ETB, tap effect, etc).
3. Sac the copy of the creature.
4. Thornbite Staff will untap Kiki-Jiki.
5. Repeat effect as necessary.
• Gray Merchant of Asphodel = infinite drain
• Any mana dork = infinite mana
• Goblin Sharpshooter = infinite damage
Goblin Welder + Thornbite Staff + Two Artifact Creatures
1. Tap Goblin Welder and sacrifice one of your artifact creatures to grab another one from the graveyard.
2. Thornbite Staff will untap Goblin Welder.
3. Repeat for infinite abilities/triggers.
• Marionette Master = infinite life loss
• Zulaport Cutthroat = infinite life loss
• Deathbringer Thoctar = infinite damage
Marionette Master + Ashnod's Altar + Grenzo, Dungeon Warden + Any Digger Loop Piece
1. Summon Marionette Master with three Servo tokens.
2. Sac all three tokens to Ashnod's (make an opponent lose three life).
3. Sac Marionette Master.
4. Use Epitaph Golem/Soldevi Digger/Reito Lantern to place Marionette Master back on the bottom of your library.
5. Use Grenzo's ability to flip Marionette Master.
6. Repeat for infinite life loss.
Murderous Redcap + Metallic Mimic + Any Sac Source
1. Sac the Murderous Redcap.
2. Persist trigger brings the Murderous Redcap back.
3. Metallic Mimic triggers on the entry and gives Murderous Redcap a +1/+1 counter which negates the -1/-1 from persist.
4. Repeat for infinite damage.
While some more casually inclined decks focus on casting a big Grenzo to start flipping big baddies, this deck runs a much more streamlined approach. A strict rule was implemented when constructing this deck to ensure that every included creature had power 3 or less, which allows Grenzo to always be cast where X=1.
Since the goal of this deck is to flip as much as possible, Grenzo needs to be cast as quickly as possible. So by keeping X at 1, it ensures he's always cheap to cast and can begin flipping immediately.
As a small caveat, if you have an extra mana when casting Grenzo, assuming it can't be used for a flip, feel free to make his X=2. Otherwise, there is almost no reason to use activation mana as a source to pump up Grenzo. As long as his power is at 3, you have access to the whole deck.
The primary rule of opening hands is keep lands and ramp. You don't want to draw your key creatures at the start as most of them are already over-costed. So instead, your goal with every hand is to get Grenzo out as soon as possible and build your mana base to start playing the slots. Here's an example of an amazing hand:
1 Mountain
1 Temple of Malice
1 Ancient Tomb
1 Leaden Myr
1 Swamp
1 Rakdos Signet
1 Heartstone
Notice that the reason this is such an amazing hand is because it meets both of our goals. We have plenty of lands available, and then we have ramp through the Myr and Signet while also providing a cheaper activation for Grenzo in Heartstone.
Never keep a hand with 2 or less lands unless you have some amazing additional ramp to make up for it. Because honestly, Grenzo is one of those commanders where you could receive a 7 land hand, and it would still be worth keeping.
The early game should be spent building up your mana base as quickly as possible and casting Grenzo. The sooner you get him out, the sooner you can start the shenanigans. However, the speed at which you deploy Grenzo also depends on the mana excellerants in your hand.
The main rule is always maximize your mana. If you cast a Leaden Myr on turn two and then drop another land on turn 3, that four mana should either be used to buff up Grenzo where X=2; OR if you suspect removal, you should hold back and build up your mana base more.
I personally like to either cast Grenzo at exactly 3 mana or build up to 5 mana so that I can attempt a flip after casting him.
You should be building a strong mana base by now and using all of that mana for your glorious flips. This stage of the game really depends on what you find. Adapt to every flip and maximize their usage while also maintaining a low profile. Remember, the worst place to be is under a wary opponent's eye. So address problems, attack planeswalkers, and play as the "reasonable player". Your opponents should ignore you for the most part and should feel bad for even thinking about wasting removal on your creatures as a majority of them are rarely scary by themselves.
This low profile and lack of removal targets will assist you in building a board state that you can navigate into the late game.
At this point, you should have a pretty significant board from all of the flips and are most likely 1-2 cards away from ending the game. This is where you pivot from the "reasonable player" to the true "Rakdos monstrosity" that you are. Mow down opponents with your Goblin Sharpshooter or Gray Merchant of Asphodel. Tutor your Kiki-Jiki, Mirror Breaker using Mogg Catcher to instantly finish the game.
The road map to your victory is something I can't determine for you, because Grenzo will be your guide. But rest assured that the chaos he provides almost always has a route of interactions that will win you the game.
Finally, there are two more questions to consider during your course of piloting this gambling maniac:
When do I cast Grenzo after being hated?
Aside from the early game, which is fairly straightforward, it can often be difficult to know when to cast Grenzo after being targeted for removal. So to answer this question more in depth, I've created a flow-chart to help you decide when to cast him.
When do I flip?
90% of the time you should be flipping on your opponent's end step before your turn. This ensures that you remain inconspicuous as everyone else plays out their turns, and then you can suddenly blow out some amazing creatures and have a whole turn to use them before most players can answer the threats.
The other 10% of the time, flips should be used in case of an emergency. If you know the winning turn is coming up for another player, you should probably flip on your turn and try to find a win first. If your opponent is about to kill you or Grenzo, flip to see what happens. Last week, I was playing against an Etali, Primal Storm that had a brutal start with Swiftfoot Boots and an Assault Suit. The player had me at 14 commander damage and was going to swing in for the kill on his next turn. So I flipped out of pure necessity and found the Tuktuk Scrapper to remove the boots. I then played a Faceless Butcher from hand and ended up winning the game.
Never just sit tight and let a loss/board wipe occur. Always flip to gamble the odds. You'll be surprised how often they land in your favor.
Agent of Erebos – When your opponents are trying to abuse their graveyards, this handy little guy can remove the entire GY in one ETB. Use a Digger Loop to lock your Meren opponent from ever using her graveyard. Also tutorable via Fleshwrither.
Balthor the Defiled – Getting all of your colored creatures back into play for 3 Black? Yeah, that’s an awesome way to steal a game that’s been neutered by 3-4 board wipes.
Blood Artist - Another Zulaport Cutthroat effect that could end up saving your life.
Clone Shell - Seems like it has a lot of potential as it not only can fix your bottom, but also can serve as a way to cheat out a creature through a sac outlet.
Crucible of Worlds - Now none of your lands are dead flips!
Crystal Ball - As already noted with Viscera Seer, Scry is a busted mechanic in this deck. I so far haven't included this card due to it being another noncreature artifact that can translate to a dead flip.
Darksteel Pendant - Same as above
Goblin Cratermaker – Amazing versatility as additional artifact destruction, targeted removal, or potential Eldrazi removal. .
Goblin Matron – Tutor for any of the key goblins that you need, and because most of our wincons involve a goblin creature, you will find this tutor extremely useful.
Hell's Caretaker - Saccing is never an issue and is more often a benefit. And having that sac translate to direct creature recursion is pretty spicy.
Herald of Leshrac – This will generate some hate when it hits the field, but the potential of stealing your opponents’ lands and using them to flip more can often be worth the risk.
Krenko, Mob Boss – An amazing flip that can generate an exponentially increasing number of saccable, flingable, swingable goblins. And who doesn't want more goblins! Also serves as an additional infinite with Thornbite Staff.
Krenko, Mob Boss + Thornbite Staff + Any Sac Source
1. Tap Krenko to create 2+ goblins.
2. Sac one of the tokens to your sac outlet.
3. Thornbite Staff will untap Krenko.
4. Repeat effect to create infinite goblins.
Judith, the Scourge Diva - She buffs Grenzo to 3 naturally which keeps you rolling after a Tel-Jilad Stylus protection loop, and she provides another semi-Goblin Sharpshooter effect.
Mana Crypt – I personally don't run this due to the speed and general target it paints on your back. But if you play in a meta where everyone runs Crypt, you should probably run it too.
Master of Cruelties - This card is an amazing way to keep your opponent's on edge. If you want quick and fun way to make enemies, this is the card for you.
Millikin/Manakin - Additional mana dorks if you feel like you'd like to have them more consistently in your starting hand.
Mindclaw Shaman - Great value for not only discarding, but also casting said powerful spell from an opponent's hand.
Mogg War Marshal - A mini Siege-gang Commander. Seems pretty good with Skirk Prospector or Ashnod's Altar.
Ogre Battledriver - I personally don't prefer to be swingy. But this card is a great way to turn all of those tiny flips into a scary amount of damage.
Phyrexian Tower – Currently in testing for myself, but I do believe this card will make the list since it allows us to generate an additional mana on our odd mana turns leading to an extra flip we wouldn't have had otherwise.
Ravenous Baboons/Ravaging Horde/Ogre Arsonist - Additional land destruction options. You can switch them out for your preference or run all of them if you wanna be "that guy".
Sadistic Hypnotist – Strong sac outlet that removes your opponents’ answers preemptively. My only warning is that the sac effect is sorcery speed, so you aren't able to combo off on other players' turns as effectively.
Shriekmaw/Nekrataal/Ravenous Chupacabra - More targeted creature destruction.
Silent Arbiter - Great tech for a go-wide meta. My personal meta has vastly changed, but when it previously involved tokens, this creature was almost always a life saver.
Soldevi Digger - Another activator of the digger loop (and the original source of the name). Though be wary that it is limited to the top card of your GY which can screw you over.
Teferi's Puzzle Box - Obviously this deck wants to minimize the amount of noncreature cards in the deck, but this seems like another noncreature artifact worth running. It can allow a hand full of cards you don't want to cast to suddenly become gas. And it can interrupt your opponents' silly plans.
Vampire Hexmage – Great answer to any planeswalker or that one friend that loves hydras.
Braid of Fire - Super powerful if drawn early. Worthless if drawn late. If you run a lot of noncreature tutors, this can be a great inclusion.
Demonic Tutor/Vampiric Tutor/Diabolic Intent/Etc. - I try to minimize the amount of tutors present to allow the versatility of the deck to shine each game. It's way more fun when you have to play with what you have and not grab the same dang win-con each game. Also, they're noncreature cards...so more dead flips. If you have to play tutors, go for it. I just don't like them in my list.
Feldon of the Third Path - I'm not a huge fan of mana activated abilities in this deck as it takes away from the flips that we can do. The only notable exceptions are Moggcatcher and Fleshwrither as those are direct tutors from our deck.
Flayer of the Hatebound - This is an amazing card for Grenzo. Remember that all of your creatures hit the graveyard first, then are brought back to the field. This means each successful flip turns into a damage ping. Why do I not include it? First, it has four power. This goes against the grain of our three power rule for the deck. Second, due to the three power rule the damage dealt is not as explosive as it could be.
Frogtosser Banneret - Not a great flip or hardcast as we rely on Grenzo to get all of our creatures...not our hand.
Goblin Chieftain - Buffs Grenzo and all of the other goblins in the deck and gives them haste. My only reservation is that I don't know how much either of those buffs truly make it worth running.
Goblin King - Same reasons as above. Mountainwalk is great, but I don't think we run enough goblins to make it worthwhile. I also prefer to be ignored and thus not swing at people.
Mindslicer - Oh how I wish this card had one less strength...it would be so good as the effect is negligible to us and detrimental to our opponents.
Purphoros, God of the Forge - Fails the rule of three power creatures. It would be an amazing card to always have in your hand though as all of those flips now turn much more deadly for the group. So if you don't mind being conspicuous and you prefer to run tutors, this could definitely work.
Triskelion - I feel like it's too much effort to set up a winning combo with Triskelion. There are so many other ways to win that this just feels weak to me.
Xiahou Dun, the One-Eyed - Xiahou is an excellent source of recursion that especially shines in builds that run more noncreature spells (such as Living Death). I however choose to not run him for 3 reasons. First, he's expensive, and I want to keep the deck cheap for those who are interested in trying Grenzo out. Second, I enjoy my creature heavy build and would prefer the balance I have over running other cool noncreature spells. Third, even if I did run him for my creature build, he puts those cards in hand which is something I rarely want.
Removed:
• Goblin Recruiter - This card has some extreme potential with scry, but with Viscera Seer being our only reliable way to get those goblins to the bottom, I've found that this card ends up being a disappointment way more often than I'd like.
• Balthor the Defiled - I've never once flipped over Balthor and found him useful...typically by the time I find him AND have enough creatures in my graveyard, I have some other way to recur them. The other downside is that he too often helps your opponents by filling their board with problematic creatures.
Added:
• Krenko, Mob Boss - I'd really like to test Krenko as I think he has some immense synergy with the deck. He'll always be tapping for at least two goblins with himself and Grenzo on the field, and he adds another potentially infinite combo with Thornbite Staff
• Body Snatcher - This card answers one of the biggest difficulties with the deck: a mana efficient way to get creatures out of your hand. Too often I get stuck with a full hand of expensive creatures that I don't want to cast. So this can be a clutch way to pull those creatures out and into play.
Removed:
• Howltooth Hollow - While this land has the occasional amazing hit off the top, it has fairly regularly secured several bad cards that I was forced to put on the bottom. There's nothing worse than getting 1 flippable creature, 2 lands and a Sol Ring off of the Hideaway trigger and knowing that at least two of your flips are now going to be whiffs.
Added:
• Path of Ancestry - This land is so good in the deck as it provides both of the colors we need and can give an free scry as a bonus whenever we cast our commander or a goblin.
Removed:
• Silent Arbiter - This card hasn't been doing enough for me recently, and I've been getting harsher and harsher on the instant value philosophy with this deck. It can be extremely helpful as a meta-dependent call, so I will be keeping it on the considered list, but it's not good enough right now for me.
• Bone Shredder - Nice creature destruction, but it's straight outclassed by Ravenous Chupacabra
• Sadistic Hypnotist - This creature can be excellent in controlling your opponents' answers and removing them preemptively. But since this deck combos at instant speed, the sorcery speed rule for his ability has lost me several games. He will still be relegated to the meta-call slot.
• Herald of Leshrac - If flipped early, this creature will set you off at lightning speeds. However, it also sets off your opponents and garners a lot of hate upon it's arrival. So I've rarely gotten enough value from it as it typically doesn't survive long.
• Swamp - Making room for another colorless land.
Added:
• Corpse Connoisseur - Amazing addition to our creature tutors. With a digger loop online, this can spell an instant game over. Search for value piece in the early game or a combo piece in the later game.
• Ravenous Chupacabra - Can kill any creature, unlike poor Bone Shredder...I'll miss that beautiful foil.
• Yahenni, Undying Partisan - Instant speed sac outlet that can survive board wipes and become an enormous beat stick. There's nothing quite like having Yahenni and Deathbringer Thoctar on the field. Ping all the creatures, swing in for all the damage.
• Marionette Master - Extremely versatile card. Creates multiple creatures to sac for shenanigans, creates infinite mana with a digger loop and Ashnod's Altar, and serves as it's own win con. This card was long overdue to be added.
• Buried Ruin - With the amount of strong artifacts we utilize for the deck, having an additional method to recur them is never a bad idea.
Additional Changes:
• Added a new combo in "Marionette Digger" to our combo list.
• Added additional win conditions in the "Thornbite Welder" combo.
I'm testing the waters with removing some slow manafixing for some high value lands. If mana turns out to be an issue, I'll make the necessary changes; but since the deck has substantial amount of ramp, I don't think we'll have an issue.
Removed:
• Canyon Slough - Mana fixing is good, but this land comes into play tapped which is terrible in a deck that relies so heavily on a quick start. If a land does come into play tapped, it needs to have a more significant effect (Path of Ancestry).
• Auntie's Hovel - Once again, a tap land that requires a goblin in hand. And since we can't always guarantee that, it's too slow.
• Hedron Crawler - The replacement is strictly better.
Added:
• Zhalfirin Void - Instant scry on an untapped land. This is good. Really good.
• Cabal Stronghold - This is the exact Cabal Coffers reprint that Grenzo needed. The reason we don't run coffers is because it basically requires Urborg, Tomb of Yawgmoth to even be useful. Stronghold, however, can tap for mana regularly and only has the potential to get better as the game goes on. And to clarify, Cabal Stronghold WILL count any basic Mountains you have that are affected by Urborg.
• Manakin - 1/1 > 0/1
Removed:
• Ravenous Chupacabra - Our replacement for this is strictly better.
• Soldevi Digger - This engine is limited in only being able to grab the top card of your graveyard which has screwed me over several times. I believe it is being replaced with a superior engine that offers more versatility.
• Cabal Stronghold - Massively underperforming. Don't like it and its value has dropped with the amount of nonbasics we now include.
• Ravenous Baboons - The replacement is strictly better.
• Mindclaw Shaman - The card has underperformed for me as well, which is very sad to me. I constantly find myself picking a player that has no more instants/sorceries or has a worthless spell. This card will definitely stay on my radar though as it has performed well in the past, and it has a good chance of being rotated back in if my hand-hate seems to be lacking.
Added:
• Meteor Golem - Welcome to the future boys and girls. Rakdos now has enchantment removal...anything removal. This card is bonkers and can be an easily abusable source of versatile destruction. I love this card and can't ever forsee it being removed.
• Nim Deathmantle - This card provides a digger loop in one single cost (especially helpful if Grenzo is in the command zone). It also has the added benefit of being a failsafe for Grenzo. Boardwipe? No problem! Grenzo's back, and with the +2/+2 from the equipment, he's still able to flip the entire deck despite losing his +1/+1 counter. This card literally won me my last game by keeping Grenzo alive after two board wipes. Just confirmed everything I had hoped this card would be.
• Inventors' Fair - Free life gain and a free tutor for our busted artifacts. This land was long overdue.
• Avalanche Riders - Hits every land for the same price as the baboons.
• Goblin Trashmaster - An additional sac outlet, buffs Grenzo to stay at 3+ power, and destroys artifacts. Great and versatile card that will make a powerful inclusion in the deck.
Removed:
• Swamp - Making room for a replacement.
• Path of Ancestry - This thing has performed pretty poor for me. It comes in tapped (which can be a pretty big detriment to us), and I almost never cast from hand where the Scry trigger matters.
• Manakin - Making room for a better ramper.
• Junktroller - Hasn't performed as well as I had hoped. We don't run many creatures that don't have immediate impact when they hit the board, so if we do, that creature's slower setup needs to be worth the wait.
• Goblin Trashmaster - This card also hasn't performed as well as I had hoped. It has a pretty limited sac outlet with a dependent payout. Also, while it buffs Grenzo, it cannot be flipped without Grenzo already being at three which means it doesn't meet that functionality as good as Mad Auntie does.
• Fleshbag Marauder - Making room for a better replacement.
• Myr Retriver - Making room for a better replacement.
Added:
• Dakmor Salvage - A land that can fill our graveyard further or be brought back to our hand in a pinch to secure a land drop. So it's almost never a dead flip by itself.
• Drownyard Temple - Like Dakmor Salvage, it can also return itself to us thus making it a non-dead flip land.
• Soldevi Adnate - Has the potential to ramp much harder than Manakin for the same CMC. Might as well go big or go home.
• Whisper, Blood Liturgist - Replacing Junktroller as an abusable recusion outlet that doesn't require additional mana investment. Our boards are typically full anyways, so the cost is minimal.
• Goblin Cratermaker - Amazing versatility as additional artifact destruction, targeted removal, or potential Eldrazi removal.
• Plaguecrafter - Just straight better than Fleshbag Marauder. Does everything our Fleshfriend does, except also kills Planeswalkers and destroys hands after their boards are empty. Too good to not include.
• Junk Diver - Switching from Myr Retriever for the Flying so that I can potentially block more damage.
Removed:
• 2 Mountains - Making room for better replacements in the manabase.
• Krenko, Mob Boss - So far I have never been able to go off with Krenko. My opponents kill him on sight, and I've never been able to assemble the Thornbite Krenko combo, so I'm taking it out for a powerful creature that represent a winning position on its own.
• Goblin Matron - Replacing her with a stronger and much more versatile tutor.
• Priest of Gix - Replacing with a creature that does relatively the same thing, but with a significant upside.
• Plague Myr - Removing one of our plentiful mana sources for a new card from Ravnica Allegiances. I'm very cautious about this removal as getting your mana fast is so vital to the deck. So we'll see if the Myr stays out for long.
Added:
• Luxury Suite - Strong dual land that gives us more options.
• Blood Crypt - Another Mountain/Swamp in one. Great land.
• Kuldotha Forgemaster - With just two other artifacts on the field (of which we run plenty) this card can immediately tutor in a Heartstone or Ashnod's Altar to finish out the game. And I'm sure there's some combo with Thornbite Staff somewhere that I haven't found yet.
• Imperial Recruiter - The only creature Goblin Matron finds that this one doesn't is Lightning Caster, but this creature can find so many other options that it's a far superior creature to run (and thankfully rather affordable now with the reprint).
• Emrakul's Hatcher - Does essentially what Priest of Gix does with two major benefits. First, the mana can be saved for later turns if necessary instead of requiring use immediately. Second, it creates creatures that can be sacced to our many outlets. It's just another source of infinite Digger Loop with Ashnod's Altar and Epitaph Golem
• Judith, the Scourge Diva - She buffs Grenzo to 3 naturally which keeps you rolling after a Tel-Jilad Stylus protection loop, and she provides another semi-Goblin Sharpshooter effect. I only wish she didn't have the "nontoken" clause...she would've been one of the strongest cards in our deck without it.
Removed:
• Goblin Cratermaker - This little guy has been fine in my testing, but has never really blown me away. He's been on my chopping block for a while, and I found such a powerful replacement that he was my first decision to cut.
• Judith, the Scourge Diva - A great card that could've been infinitely more valuable with the lack of the "nontoken" clause. She's another card that has been fine in my testing, but I've rarely been excited to flip Judith as she requires a lot of other setup pieces to be worthwhile.
• Millikin - I'm always wary of replacing mana dorks, but I feel like this addition is worthy of taking one out. Also, I've had a contentious relationship with Millikin as for every time it bins a creature card I can reanimate through the digger loop, it's also binned my Ashnod's or Thornbite which is never ideal.
Added:
• Goblin Engineer - This little goblin is a house. He immediately can tutor and bin any of our most powerful artifacts (Ashnod's Altar, Heartstone, Thornbite Staff, Nim Deathmantle), but he can also easily recur them to our hand to cast. I love my GY tutors, and this guy is no exception.
• Sling-Gang Lieutenant - Another amazing token generator that also serves as a sac outlet! What more could you want?! With a digger loop online, he can serve as a self-contained win condition with all of the life loss (which let's not forget, gets around a lot of annoyances).
• Dockside Extortionist - Ever since this little capitalist was spoiled, I knew he'd be an amazing inclusion in the deck. In more casual metas, he might be an extremely lackluster flip, but as the game progresses, his ability to generate 5+ treasure cannot be underestimated. Cards that meet multiple roles are always great, and this card serves as ramp and a possible infinite.
Delegated to Alternative List:
• All three removed cards - The cards that I removed are still good, and you shouldn't feel bad for running them. They can be great depending on your meta/play style. They just don't fit in mine currently.
• Chainer, Nightmare Adept - This card is great as a discard outlet, a source of haste and a possible way to recast creatures from the graveyard (sorcery speed). He's still in testing, but for now I feel confident putting him in this list until I've determined if he's a good fit (and what he can replace).
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/784785-grenzos-jail-of-malevolence
How has the deck played out for you? Have you tested it out much?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Thank you very much!
I actually have played the deck a lot and have done a lot of revisioning along the way. And through all these games, I've found a surprising amount of consistency in coming up with a win. It's so fun to watch the whole table get tuned in as you flip the bottom card of your deck to see if you got a treasure or a dud.
And I've personally been surprised by its resiliency. I've won games after suffering as much as 3 board wipes, so Grenzo has the potential to beat through even the most aggressive hate
It has quickly evolved into my favorite deck and it's almost always my go to in any playgroup.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I have not, but I will definitely try out Teferi's Puzzle Box.
As for Mindmoil, I really rarely cast cards from hand as I want the majority of my mana to be spent on flipping the bottom card of the deck. So I don't think this card would be a good fit.
I hope this deck inspires many more gamblers to join the casino!
second off, a recommendation that i was surprised to see excluded is Path of Ancestry; it's powerful in tribal decks anyways, but especially when scrying is so powerful in the deck i feel like it's very worthy of the slot.
i might put this deck together, looks like a ton of fun!
As a thought experiment based on that:
What would you do if you had the limitation of only 2 power or less rather than 3?
This would cut out quite a few important cards:
Could it still be viable to play without these? You would always have the consistency of being able to flip all of your creatures no matter how many counters Grenzo had on him, but you cut out some combo wins, a Reito Lantern on a body, mass sacrifice, Deathbringer's powerful removal, tutoring, and reanimation. It is a rather large limitation.
Beating Face with Bane
Beatrice, the Golden Witch
Thank you so much! It was definitely a passion project for me, so I'm glad to hear that you enjoyed it. As for Path of Ancestry, I can't believe that I missed playtesting with this land. My initial thoughts on this card are as follows:
1. A majority of the deck lacks a goblin tribal tag, but as you state, the scry mechanic is just too good to pass up. There's really no reason to not run this as it's flexible mana with an occasional crazy upside.
2. It's another tapped land. But this can easily be reconciled by removing a different tap land from the list. I've been thinking of removing Howltooth Hollow anyways as it's definitely underperformed for me.
So thank you for the suggestion!
I find this an excellent thought experiment, and will probably have to give some more thought to it before I can give a detailed reply of how I'd change the deck with this limitation. But I have encountered this issue before in game a couple of times, and here's what I've found:
Even with Grenzo being stuck at 2, the majority of his flips are amazing; and they can eventually lead to a point where Grenzo either gains the additional power from a prior flip (Mad Auntie) or I gain such an advantage in mana that I can sac and cast him again if necessary. Also, the graveyard is almost never a bad place for your key combo pieces to be, because they're an easy digger loop or Dread Return away.
https://www.youtube.com/watch?v=Fnj_QMaszmU
What I found interesting is that Josh does play by the 3 power rule when casting Grenzo, but he also runs other 4+ power creatures thus lowering the consistency of a good flip. So I wrote down every single card that Josh played in the match that didn't align with our current list and decided to give my opinion on each of those differences.
And that's all of them! If I missed any, let me know and I'll add them to the above analysis. Hope this video brings in more gamblers and spreads the joy of chaos!
* Clone Shell - I have gone back and forth on this card in my own list. It can help set up the bottom of our deck relatively well, however, in practice I've found it pretty underwhelming. Forcing us to bottom cards (especially when those cards are lands) feels terrible, and is a reason why I'm considering removing the hideaway lands from the list. I will try this one again, but in my experience, there are better creatures with more impactful ETB's than this one.
- Ignition Team - Our deck doesn't really care about massive beaters, and it sure doesn't want to use our precious mana to animate lands. Hard pass on this one.
- Imperial Recruiter - With the masters 25 reprints, this card is an excellent additional tutor to run in your deck. If you have this one, there's no reason to not run it, unless you enjoy a bit of inconsistency which is why I won't be adding an additional tutor.
- Thran Turbine - Noncreature artifact that can create free flips over the course of the game. I'll consider this one and probably test it out, but I have a feeling it's not going to contribute enough to make the list.
- Twilight Prophet - This deck can easily hit City's Blessing by turn 5-6, but drawing cards is vastly inferior to flipping them. I want to reduce my chances of drawing a Herald of Leshrac, not increase them.
Those should be all of the additional cards from this episode that haven't already been covered in previous posts. Thanks everyone!
Here is the list
1 Grenzo, Dungeon Warden
Creature
1 Blood Artist
1 Goblin Recruiter
1 Goblin Matron
1 Skirk Prospector
1 Marsh Flitter
1 Viscera Seer
1 Goblin Welder
1 Marionette Master
1 Pitiless Plunderer
1 Priest of Gix
1 Moggcatcher
1 Faceless Butcher
1 Goblin Assassin
1 Siege-Gang Commander
1 Anathemancer
1 Tuktuk Scrapper
1 Priest of Urabrask
1 Anger
1 Mindclaw Shaman
1 Sadistic Hypnotist
1 Mad Auntie
1 Murderous Redcap
1 Gray Merchant of Asphodel
1 Ophiomancer
1 Treasonous Ogre
1 Beetleback Chief
1 Crypt Ghast
1 Vampire Hexmage
1 Pia and Kiran Nalaar
1 Gonti, Lord of Luxury
1 Yahenni, Undying Partisan
1 Kiki-Jiki, Mirror Breaker
1 Fleshwrither
1 Lightning Crafter
1 Corpse Connoisseur
1 Fleshbag Marauder
1 Deathbringer Thoctar
1 Zealous Conscripts
1 Phyrexian Delver
1 Merciless Executioner
1 Xiahou Dun, the One-Eyed
1 Puppeteer Clique
1 Mikaeus, the Unhallowed
1 Agent of Erebos
Land
1 Lake of the Dead
9 Mountain
10 Swamp
1 Cabal Coffers
1 Terramorphic Expanse
1 Command Tower
1 Dragonskull Summit
1 Temple of Malice
1 Urborg, Tomb of Yawgmoth
1 Buried Ruin
1 Evolving Wilds
1 Smoldering Marsh
1 Canyon Slough
1 Graven Cairns
1 City of Brass
Artifact
1 Soldevi Digger
1 Heartstone
1 Tel-Jilad Stylus
1 Vault of Whispers
1 Thornbite Staff
1 Reito Lantern
1 Darksteel Citadel
1 Great Furnace
1 Ashnod's Altar
1 Junktroller
1 Junk Diver
1 Iron Myr
1 Leaden Myr
1 Myr Retriever
1 Solemn Simulacrum
1 Burnished Hart
1 Metallic Mimic
1 Epitaph Golem
1 Corpse Dance
Sorcery
1 Diabolic Intent
1 Dread Return
1 Damnation
1 Living Death
Thank you so much for sharing! I always enjoy looking at others' lists and seeing the different directions taken. You're definitely running more non-creature cards than I'd prefer, but I can see the reasons for running things like Living Death. However, without a way to recur those from your graveyard, I think you'll find they make extremely disappointing flips.
Also I love your inclusion of Marionette Master. I'm considering adding her myself as she creates a great board wipe deterrent when you have 4+ artifact creatures. And with Pitiless Plunderer and a sac outlet, she's almost a guaranteed win. I'll be adding her to my considered list and will start playtesting with her.
Ah! I apologize for missing that interaction. Your noncreature inclusions make a whole lot more sense with that loop available; and Fleshwrither can even tutor for Xiahou which is great. I'll probably have to add this to my cards under consideration as well
I've considered Xiahou and have come to the conclusion that he will be relegated to the "Cards Not Included List". Here are my primary reasons for passing over him:
1. He's expensive, and I want to keep the deck cheap for those who are interested in trying Grenzo out.
2. I enjoy my creature heavy build and would prefer the balance I have over running other noncreature spells.
3. Even if I did run him for my creature build, he puts those cards in hand which is something I rarely want.
As for updates, I will be posting a review of the Dominaria set soon, so stay tuned!
Have you considered Vessel of Endless Rest. I know it is a noncreature artifact. But it also doubles as a mana ramp beyond its awesome ten effect. Plus it can be cheated out with goblin welder.
Also, although crypt ghast is a stupid good card, I don't think it can be played in this deck due to the color identity rule. It is technically a white black card right?
Love this post super comprehensive.
Glad you enjoy the list! As for your suggestion, I actually used to have Vessel of Endless Rest in my initial list, but I really wanted to minimize the amount of non-creature artifacts, and this was one of the first to be cut for two reasons;
1. It's expensive and I'd rather be casting Grenzo and/or flipping with that mana.
2. While it's effect is good, it's a one time deal and we have enough artifacts in the list that do the same thing an infinite number of times.
So the card is outclassed as a mana rock and as a recursion effect, which is why I chose to cut it.
As for Crypt Ghast, it actually is allowed in any black deck. That's because the Extort mechanic only shows the W/B symbol in the reminder text which is different from rules text. You can tell the difference by the fact that the explanation is in parentheses, so the W/B symbol has no affect on the color identity. So you can also run Blind Obedience in any white deck
-Modern-
WMartyrProcB
BBurnR
-Commander-
Hey ChaosNomad! Canal Dredger is pretty synonymous with Junktroller, and I personally chose the latter due to the ability to target your opponents' GYs as well, which means I can remove recursion pieces from them in response to a target. I definitely did consider running both, but ultimately chose not to as the tap effect is only abusable with Thornbite Staff and is therefore already weaker than it's other mana-activation counterparts (Reito Lantern,Soldevi Digger, and Epitaph Golem).
So I personally wouldn't run both since I don't think any of my current creature choices would be worth cutting for it. However, if your meta allows it, I could definitely see cutting Silent Arbiter (or some other meta-dependent pick) to run Canal Dredger.
No problem at all! As for Corpse Connoisseur, I've looked at it before and passed over it, but I do admit I should probably take another look at it.
My initial concern was flipping him too early and being faced with drawing hate from putting an obvious combo piece in my graveyard.
But I think that concern is unfounded as getting him early just means I can put a value piece in the GY instead. And having an early Reito Lantern or Soldevi Digger just makes that situation even better as it ensures a quick value flip. And then of course later in the match, this card is game ending.
Thanks for the suggestion! I'm probably gonna have to find a slot for it now along with another addition I'm putting in
Looks like we got a couple of goodies from Dominaria, Zhalfirin Void gives us an untapped scryland and Whisper, Blood Liturgist is Hell's Caretaker without the timing restriction, though we do have to sac another creature, might be good if we want another thornbite staff combo.
I've found a couple cards I think might be worth consideration while I've been rebuilding my Grenzo deck so I thought I'd post them here.
Buried Ruin - With how crucial our artifacts are for our combos this seems like a nice way to pick up a flipped/destroyed artifact. We're two colors so I figure the colorless mana doesn't hurt too much.
Agent of Erebos - Seems like the best graveyard hate we can add to the deck, a flippable creature and is four mana for our tutors.
Ravenous Chupacabra - I have this in my list over Bone Shredder, one more mana to hardcast but it can kill anything. Also makes it tutorable.
Crypt Rats - Mana hungry but I feel like having a access to a board wipe could be strong. Also deals damage to players.
Yahenni, Undying Partisan - If we need another sac outlet this seems like a good option. Instant speed sac and can survive a board wipe, get huge, and beat down. Also make a good blocker.
Arcbound Reclaimer - Not sure the deck needs more artifact recursion but this seems like a decent choice if it does.
Dualcaster Mage - Not a very good blind flip but in a very spell heavy meta it could do some work. Seems fun once you have a digger loop active.
My original build of Grenzo had way too many non-creatures but there were a couple I would consider running.
Mana Geyser - This card very easily makes 20+ mana when cast and can let us dig super deep into the deck. Out of all the non-creatures I ran in my old build this one seems like the most likely to make it into my new build.
Braid of Fire - Games when you cast this on turn two feel so great. But being a dead flip and a pretty dead draw late game makes me lean toward not putting it in my new build.