"With great power comes great risk of getting yourself killed."
This thread was created to build an aggressive, Goblin-tribal Commander deck based around Krenko, Mob Boss. This is not the place to build a control or slower version, or discuss various unrelated combos. However, if you are looking for an all-in strategy that's quick out of the gate and always gives an exciting performance, Krenko may be for you.
Deck History
After the release of M13, I was contacted by a friend who was interested in building a deck with one of the new Legendary creatures. I was asked to find a creature to build around, test the deck list, and forward it on to them (since they no longer had the time with a wife and kids). As an avid deckbuilder, I was happy to take on this challenge. Around this time, I had started to get nostalgic about my beginnings in Magic and had considered getting into Legacy Goblins. The thought of playing with some of my old favorites was very appealing, but the thought of the investment in Wastelands and Rishadan Ports was not.
While playing around with the idea of Krenko in Legacy, it struck me that he'd be the perfect new Legend for me to build around, I have old ties to many of the best Goblins, and it would a labor of love, rather than a chore to build. With the help of a few other Krenko players out there, I quickly assembled a list and started testing.
Since then, this list has evolved numerous times, and will continue to do so. However, throughout it has been an aggressive, fast paced, goblin tribal list that wins through combat damage. This is the plan for the deck, and I try not to veer off that path.
As of this writing, I've been playing with Krenko for just over a month, and am having a blast. I can't wait to see where this thread and deck goes from here.
Personal Bio
My name is Ryan, and I first picked up Magic: The Gathering in the Spring of 2003 when Scourge was released. The first card I ever owned was Goblin Warchief and the first deck I ever played was, of course, Goblins. Over the next six years I played mostly Standard and enjoyed it for the most part. However, in early 2009, I found a new game shop that played formats other than Standard. Something called "E.D.H." I had no idea what it stood for, but over the next month I quickly learned all I could about the "format" and did whatever cards I found to be multiplayer worthy. Unfortunately, most of my collection was Standard only (at the time this was Shards of Alara and the soon to be released Conflux).
Coming off of my favorite standard season ever, the Faeries of Lorwyn were very good to me, I thought it would be interesting to try a faster, yet under powered (or so I thought), first general in Vendillion Clique. My first choices were Doran, the Siege Tower and Rafiq of the Many, but at the time, and over the next year, those were unavailable in that play group (they limited each Commander to one person so that they didn't have to deal with the legendary rule). At first, Vendillion Clique was underwhelming and became a bit stale countering everyone's spells while having no endgame. That all changed, though, when I met an experienced player who introduced me to Hinder, Spin Into Myth, and Tunnel Vision. In less than an hour, my Clique list when from an underpowered, stale, tribal deck to an overpowered 'complaint machine.' Within a week, I had to abandon Clique and search for something new that wouldn't make the rest of my group whiney little girls.
Recently, I've been building two or three decks to keep around permanently to play and build primers around. That started with Thrun, then Jarad, and now here with Krenko.
Why Play Krenko?
You might like Krenko if:
You appreciate a competitive deck that can be played at a budget price.
You like fast-paced games.
You like a general that can be used as a wincon.
You enjoy games that can end with a rush of excitement.
You like playing all-in strategies.
Your meta has yet to experience the power and speed Krenko can bring.
Ib is another all-in mono red strategy that can be a blast to play. However, Krenko has disastrous results much less often, and still allows you to play Ib in the 99.
Deck List
Current Deck Stats
Avg CMC: 2.42
Current Record (4 player): 8-3 (13 kills Turn 4 or sooner)
Turn 1
Play any one drop to get a creature out there. Goblin Lackey is your go-to, but Mogg Raider, or any sac outlet, is also a fine start. If you happen to have a Sol Ring, this is the time to play it, as it will usually lead to degenerate things.
Turn 4
This is what the deck is all about. A Krenko, Mob Boss with haste wins games, while a "do-nothing" Turn 4 (where everyone else starts to catch up) can mean we have to start rebuilding. If you can't get out Krenko, Goblin Warchief or Goblin Chieftain is another fair play. Sometimes your opponents will give you another couple turns before the board wipes start to hit.
You really don't have to win this early, as I've won many times around Turn 7-9, but this is our goal. We want to be fast enough to win by Turn 3-5. If/when we are stopped somehow, rebuilding is usually as easy as going back to Step 1, getting a few Goblins back out, rebuilding our board, and eventually playing another wincon.
Strengths and Weaknesses
Strengths
Krenko is strong against any deck that takes time to set up (Examples: decks that plan to play pillow fort, but need time to do it, and generic control decks that attempt to draw a lot of cards early and set up for the late game)
This deck also happens to be pretty good against most other aggro decks (i.e. Edric, WW, etc). Because of our speed, we can set up much quicker to kill. Against Edric, we take advantage of their commander immediately. As soon as they drop him we're hitting anyone else to fill up our hand.
Weaknesses
The deck's main weakness is any deck that has access to Linvala, Keeper of Silence, Crovax, Ascendant Hero, and/or Elesh Norn, Grand Cenobite. Linvala can shut down a lot of our answers, and Elesh Norn and Crovax can annihilate our field. We can also be weak against any deck with a large Wrath suite. These are few and far between, but they do come around, and they're hell to play against once that first Wrath goes off.
Krenko is generally weak against combo, as we have very few ways to stop combo. However, because they take time to set up and need to dedicate cards to getting their pieces, it is often the case that we're ready to alpha much sooner than they can a) stop us or b) go off.
To overcome these weaknesses, it is important to recover well from a wrath, which is why Wheel of Fortune and Reforge the Soul make the list, and why they shouldn't be used when they're not needed to win.
When to be Aggressive
Let's be honest, this is Goblins. These are Krenko's Goblins, and Krenko's goblins are always all-in. The times to be defensive are few and far between.
Being aggressive and being wreckless are not the same though. There are times you wont attack because it's the wrong play. These are easy to spot and even easier to avoid. For example, if you think you can go off next turn, and you have a pretty non-threatening board position, then there's no reason for you to attack, possibly lose some of your dudes (which may have been needed to go off), and provoke another player. Instead, put on a sad face, look through your hand a couple times, moan and groan, and finally, pass the turn. Works every time.
Cards that are Critical for Success
Like most sections here, this is pretty simple. Assuming you're playing your creatures and making tokens normally, the cards that you'll need to succeed will come in two categories; #1, cards that give our creatures haste (Goblin Chieftain, Goblin Warchief, Mass Hysteria, etc) and #2, cards that finish the game (i.e. Shared Animosity, Goblin Bombardment, Tears of Rage, etc). With Krenko, any combination of the two (one from each category) should work.
Your Opening Hand
Because our goal is speed, the opening hand is extremely important for our success. It doesn't have to be a specific set of cards, rather a balance of card types. You obviously don't want an all land or no land hand, nor do you want a hand of all finishers. What you're really looking for is a few land (no more than three, and even three is questionable), no more than one finisher (this includes Umbral Mantle, Marton Stomgald, Hellrider, and Furystoke Giant), and the rest Goblins and token makers of scaling CMC (note: having a grip of 1CC Goblins is much better than having a handful of Goblins you can't cast, but a balance is always preferred). Notable exceptions are Wheel of Fortune (probably our favorite card considering how fast we dump our hand) and Skullclamp & Sol Ring (obviously).
It's all about balance for us, and as long as you can find a balance in your opening hand, you should get a fast start out the gate and be putting pressure on your opponents in no time.
I think Ashling's Prerogative could potentially speed up your deck if set on odd, although its pretty hard to tell depending on your reliance on tokens (since they would benefit from even).
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Are you not running Goblin Assassin? 1 sided board wipes with krenko out.
No, I'm not. It seemed so unneeded when I had him in. "Okay, so I made a whole slew of Krenko tokens and I'll kill everyone... oh wait, you guys were supposed to sacrifice some stuff too."
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
I got four games of Krenko in tonight, and once again, as soon as I started playing it I thought "why would I ever play anything else? It was a blast to play, and proved competitive again, winning all but game. 3-1 in four player games is a very good record for any deck.
One card I'd like to fit in is Mogg Alarm. There isn't anything that I want to pull, so suggestions are appreciated.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
Well that's interesting. Despite running all of those cards in My build I dont think I would have noticed that if You hadn't pointed it out. I'm still amazed at how "Oops! I win." Krenko can be.
Well that's interesting. Despite running all of those cards in My build I dont think I would have noticed that if You hadn't pointed it out. I'm still amazed at how "Oops! I win." Krenko can be.
So true, often you just start playing things and realize "did I just win the game?" Opponents love being defeated by someone that looks as if they have no idea what they're doing.
Oh, and I forgot that Skirk Prospector is needed for that combo to work.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
Oh, and I forgot that Skirk Prospector is needed for that combo to work.
I'm glad You pointed that out. I was thinking about the combo for the last couple of hours and couldn't figure it out. It makes more sense now I think. Could You maybe explains this one? I'm just not seeing it
I'm glad You pointed that out. I was thinking about the combo for the last couple of hours and couldn't figure it out. It makes more sense now I think. Could You maybe explains this one? I'm just not seeing it
Yeah, I've been thinking about this all day, and I don't remember exactly what happened in game, but the more I think about it, the more I think it doesn't work. It makes a ton of goblins, and should kill everyone, but doesn't go infinite.
This is the situation I was in:
On board: In the Web of War, Skirk Prospector, Kiki Jiki, some other gobbos
I felt I had two many cards that just won games, and were useless unitl I wanted to end it. Yes, we need those, but an overwhelming amount. Chancellor is high mana cost, but fits the theme and is insane with all those Gobbos. Thoughts?
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
I felt I had two many cards that just won games, and were useless unitl I wanted to end it. Yes, we need those, but an overwhelming amount. Chancellor is high mana cost, but fits the theme and is insane with all those Gobbos. Thoughts?
Let us know how it goes with this one. I've had heaps of people tell me I should be running him but I just don't see why he's that good. I'm still of the theory that he can't do anything Krenko doesn't do already at much less mana. I'd be open to being persuaded based on evidence from somebody playing the deck more so than I would from people just throwing ideas out that don't even play it.
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Krenko, Mob Boss
Thanks to Sioux at Heroes of the Plane Studios for the amazing banner!
"With great power comes great risk of getting yourself killed."
This thread was created to build an aggressive, Goblin-tribal Commander deck based around Krenko, Mob Boss. This is not the place to build a control or slower version, or discuss various unrelated combos. However, if you are looking for an all-in strategy that's quick out of the gate and always gives an exciting performance, Krenko may be for you.
Deck History
After the release of M13, I was contacted by a friend who was interested in building a deck with one of the new Legendary creatures. I was asked to find a creature to build around, test the deck list, and forward it on to them (since they no longer had the time with a wife and kids). As an avid deckbuilder, I was happy to take on this challenge. Around this time, I had started to get nostalgic about my beginnings in Magic and had considered getting into Legacy Goblins. The thought of playing with some of my old favorites was very appealing, but the thought of the investment in Wastelands and Rishadan Ports was not.
While playing around with the idea of Krenko in Legacy, it struck me that he'd be the perfect new Legend for me to build around, I have old ties to many of the best Goblins, and it would a labor of love, rather than a chore to build. With the help of a few other Krenko players out there, I quickly assembled a list and started testing.
Since then, this list has evolved numerous times, and will continue to do so. However, throughout it has been an aggressive, fast paced, goblin tribal list that wins through combat damage. This is the plan for the deck, and I try not to veer off that path.
As of this writing, I've been playing with Krenko for just over a month, and am having a blast. I can't wait to see where this thread and deck goes from here.
Personal Bio
My name is Ryan, and I first picked up Magic: The Gathering in the Spring of 2003 when Scourge was released. The first card I ever owned was Goblin Warchief and the first deck I ever played was, of course, Goblins. Over the next six years I played mostly Standard and enjoyed it for the most part. However, in early 2009, I found a new game shop that played formats other than Standard. Something called "E.D.H." I had no idea what it stood for, but over the next month I quickly learned all I could about the "format" and did whatever cards I found to be multiplayer worthy. Unfortunately, most of my collection was Standard only (at the time this was Shards of Alara and the soon to be released Conflux).
Coming off of my favorite standard season ever, the Faeries of Lorwyn were very good to me, I thought it would be interesting to try a faster, yet under powered (or so I thought), first general in Vendillion Clique. My first choices were Doran, the Siege Tower and Rafiq of the Many, but at the time, and over the next year, those were unavailable in that play group (they limited each Commander to one person so that they didn't have to deal with the legendary rule). At first, Vendillion Clique was underwhelming and became a bit stale countering everyone's spells while having no endgame. That all changed, though, when I met an experienced player who introduced me to Hinder, Spin Into Myth, and Tunnel Vision. In less than an hour, my Clique list when from an underpowered, stale, tribal deck to an overpowered 'complaint machine.' Within a week, I had to abandon Clique and search for something new that wouldn't make the rest of my group whiney little girls.
Over the next two years I piloted a plethora of Legendary creatures, including Korlash, Heir to Blackblade, Omnath, Locus of Mana, Azusa, Lost but Seeking, Momir Vig, Simic Visionary, Azami, Lady of Scrolls, Erayo, Soratami Ascendant, Kami of the Crescent Moon, Braids, Conjurer Adept, Rafiq of the Many, and oh so many more. I enjoyed playing new decks with new interactions all the time. It got to a point where I just started swapping weekly, which wasn't good for the budget.
Recently, I've been building two or three decks to keep around permanently to play and build primers around. That started with Thrun, then Jarad, and now here with Krenko.
Why Play Krenko?
You might like Krenko if:
Deck List
Current Deck Stats
Avg CMC: 2.42
Current Record (4 player): 8-3 (13 kills Turn 4 or sooner)
1 Krenko, Mob Boss
Consigliere [1]
1 Kiki-Jiki, Mirror Breaker
Underbosses [3]
1 Goblin King
1 Goblin Warchief
1 Goblin Chieftain
Capos [8]
1 Goblin Bushwhacker
1 Goblin Piledriver
1 Mogg War Marshal
1 Goblin Wardriver
1 Goblin Pyromancer
1 Ib Halfheart, Goblin Tactician
1 Beetleback Chief
1 Siege-Gang Commander
Recruiters [5]
1 Goblin Lackey
1 Goblin Recruiter
1 Warren Instigator
1 Goblin Matron
1 Goblin Ringleader
Soldiers [23]
1 Goblin Guide
1 Goblin Arsonist
1 Skirk Prospector
1 Goblin Sledder
1 Mogg Fanatic
1 Raging Goblin
1 Goblin Grappler
1 Spikeshot Elder
1 Mogg Raider
1 Goblin Vandal
1 Goblin Chirurgeon
1 Frenzied Goblin
1 Goblin Soothsayer
1 Sparksmith
1 Stingscourger
1 Goblin Tinkerer
1 Goblin Lookout
1 Ember Hauler
1 Gempalm Incinerator
1 Tuktuk the Explorer
1 Goblin Sharpshooter
1 Sensation Gorger
1 Skirk Fire Marshal
1 Signal Pest
1 Marton Stromgald
1 Hellrider
1 Zealous Conscripts
1 Furystoke Giant
1 Chancellor of the Forge
New Recruits [5]
1 Dragon Fodder
1 Krenko's Command
1 Mogg Alarm
1 Wheel of Fortune
1 Reforge the Soul
Toots of the Trade [4]
1 Sol Ring
1 Skullclamp
1 Umbral Mantle
1 Mana Crypt
Finish the Job [7]
1 Mass Hysteria
1 Brightstone Ritual
1 Quest for the Goblin Lord
1 Goblin Bombardment
1 Shared Animosity
1 Tears of Rage
1 In the Web of War
So They Want to Play Rough? [2]
1 Blood Moon
1 Chaos Warp
1 Hall of the Bandit Lord
1 Cavern of Souls
1 Mutavault
1 Strip Mine
31 Mountain
The Fit List
These are the cards I just haven't fit in yet...
Strategy
Basic Gameplan
Over-Generalized 5-Turn Game Plan...
Turn 1
Play any one drop to get a creature out there. Goblin Lackey is your go-to, but Mogg Raider, or any sac outlet, is also a fine start. If you happen to have a Sol Ring, this is the time to play it, as it will usually lead to degenerate things.
Turn 2
You want to have three Goblins out by the end of this turn. Mogg War Marshall, Krenko's Command, Dragon Fodder, or two one-drops are what you need.
Turn 3
With a Turn 1 Lackey, we can sometimes win here. A Brightstone Ritual is almost always the reason why. However, what you're really looking for here is either a Mass Hysteria, Hall of the Bandit Lord, Goblin Chieftain, or Goblin Warchief to get a Krenko with Haste next turn. Other than that, resume bringing out more creatures.
Turn 4
This is what the deck is all about. A Krenko, Mob Boss with haste wins games, while a "do-nothing" Turn 4 (where everyone else starts to catch up) can mean we have to start rebuilding. If you can't get out Krenko, Goblin Warchief or Goblin Chieftain is another fair play. Sometimes your opponents will give you another couple turns before the board wipes start to hit.
Turn 5
Once you get Krenko out, hopefully we have a haste effect, and we can plop down a small horde of tokens. From this point, we look to effects like Shared Animosity, In the Web of War, or Tears of Rage to finish the game. There effects are aided by our "Associates" Marton Stromgald, Hellrider, and Furystoke Giant, and any general pumps, such as Goblin Wardriver, Goblin Bushwhacker, Signal Pest, etc.
You really don't have to win this early, as I've won many times around Turn 7-9, but this is our goal. We want to be fast enough to win by Turn 3-5. If/when we are stopped somehow, rebuilding is usually as easy as going back to Step 1, getting a few Goblins back out, rebuilding our board, and eventually playing another wincon.
Strengths and Weaknesses
Strengths
Krenko is strong against any deck that takes time to set up (Examples: decks that plan to play pillow fort, but need time to do it, and generic control decks that attempt to draw a lot of cards early and set up for the late game)
This deck also happens to be pretty good against most other aggro decks (i.e. Edric, WW, etc). Because of our speed, we can set up much quicker to kill. Against Edric, we take advantage of their commander immediately. As soon as they drop him we're hitting anyone else to fill up our hand.
Weaknesses
The deck's main weakness is any deck that has access to Linvala, Keeper of Silence, Crovax, Ascendant Hero, and/or Elesh Norn, Grand Cenobite. Linvala can shut down a lot of our answers, and Elesh Norn and Crovax can annihilate our field. We can also be weak against any deck with a large Wrath suite. These are few and far between, but they do come around, and they're hell to play against once that first Wrath goes off.
Krenko is generally weak against combo, as we have very few ways to stop combo. However, because they take time to set up and need to dedicate cards to getting their pieces, it is often the case that we're ready to alpha much sooner than they can a) stop us or b) go off.
To overcome these weaknesses, it is important to recover well from a wrath, which is why Wheel of Fortune and Reforge the Soul make the list, and why they shouldn't be used when they're not needed to win.
When to be Aggressive
Let's be honest, this is Goblins. These are Krenko's Goblins, and Krenko's goblins are always all-in. The times to be defensive are few and far between.
Being aggressive and being wreckless are not the same though. There are times you wont attack because it's the wrong play. These are easy to spot and even easier to avoid. For example, if you think you can go off next turn, and you have a pretty non-threatening board position, then there's no reason for you to attack, possibly lose some of your dudes (which may have been needed to go off), and provoke another player. Instead, put on a sad face, look through your hand a couple times, moan and groan, and finally, pass the turn. Works every time.
Cards that are Critical for Success
Like most sections here, this is pretty simple. Assuming you're playing your creatures and making tokens normally, the cards that you'll need to succeed will come in two categories; #1, cards that give our creatures haste (Goblin Chieftain, Goblin Warchief, Mass Hysteria, etc) and #2, cards that finish the game (i.e. Shared Animosity, Goblin Bombardment, Tears of Rage, etc). With Krenko, any combination of the two (one from each category) should work.
Your Opening Hand
Because our goal is speed, the opening hand is extremely important for our success. It doesn't have to be a specific set of cards, rather a balance of card types. You obviously don't want an all land or no land hand, nor do you want a hand of all finishers. What you're really looking for is a few land (no more than three, and even three is questionable), no more than one finisher (this includes Umbral Mantle, Marton Stomgald, Hellrider, and Furystoke Giant), and the rest Goblins and token makers of scaling CMC (note: having a grip of 1CC Goblins is much better than having a handful of Goblins you can't cast, but a balance is always preferred). Notable exceptions are Wheel of Fortune (probably our favorite card considering how fast we dump our hand) and Skullclamp & Sol Ring (obviously).
It's all about balance for us, and as long as you can find a balance in your opening hand, you should get a fast start out the gate and be putting pressure on your opponents in no time.
and another amazyng card
while there are better cards for this deck.
This is no competitive....
he's an awesome iconic goblin, but does nothing more in the deck when you have 5000 goblins
My Blog - contains my decklists
Uril, The Miststalker
Frankie Peanuts - needs to move to multiplayer.
I cut Him for that reason but ended up putting Him back in due to an increase in blue decks across the table.
In a non infinite compacity He can really make the damage stack up in a scenario where You have Goblin King and a moon effect active.
Results against top-tier decks beg to differ.
Yeah, I knew I needed to work that in. Thanks for a great suggestion!
I also tend to like Savage Beating and World at War, but your mileage may vary. Seize the day could also be neat with pile driver, instigator, or lackey.
BBBMBC Shirei StyleBBB
URUNiv-Mizzet, Warp WorldURU
BGRKresh the BloodbraidedBGR
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
I originally ran Moggcatcher, but I found it to be too slow. Now, that being said, the deck could stand to have a late game, lol.
I do want to fit Boggart Shenanigans in alongside Goblin Bombardment.
No, I'm not. It seemed so unneeded when I had him in. "Okay, so I made a whole slew of Krenko tokens and I'll kill everyone... oh wait, you guys were supposed to sacrifice some stuff too."
One card I'd like to fit in is Mogg Alarm. There isn't anything that I want to pull, so suggestions are appreciated.
lol... yeah, we don't do so well against enchantments.
That being said, we are extremely fast, dangerous, and all-in. Sure, it can back-fire... but that's part of the fun.
Twice now I've been Iona'd. Twice I've killed everyone on the board as soon as its gone, lol. I'm starting to like her more and more!
So, being that we're running an extremely fast version of Krenko, any suggestions on adds or cuts?
In the Web of War + Kiki-Jiki, Mirror Breaker + Stingscourger + Krenko.
Infinite hastey tokens in a brand new way!
Well that's interesting. Despite running all of those cards in My build I dont think I would have noticed that if You hadn't pointed it out. I'm still amazed at how "Oops! I win." Krenko can be.
So true, often you just start playing things and realize "did I just win the game?" Opponents love being defeated by someone that looks as if they have no idea what they're doing.
Oh, and I forgot that Skirk Prospector is needed for that combo to work.
I'm glad You pointed that out. I was thinking about the combo for the last couple of hours and couldn't figure it out. It makes more sense now I think. Could You maybe explains this one? I'm just not seeing it
Yeah, I've been thinking about this all day, and I don't remember exactly what happened in game, but the more I think about it, the more I think it doesn't work. It makes a ton of goblins, and should kill everyone, but doesn't go infinite.
This is the situation I was in:
On board: In the Web of War, Skirk Prospector, Kiki Jiki, some other gobbos
Play Krenko, make about ~7 goblin tokens.
Play Stingscourger, return Krenko to my hand.
Play Krenko, make about ~15 goblin tokens.
Activate Kiki-Jiki, copying Stingscourger, bounce Krenko.
Play Krenko, make ~30 goblin tokens.
Attack with 52 3/1 Goblins with Haste + whatever else we had on board.
Good, but apparently not infinite, lol.
Oh hot damn! RTFC Ryan!
Major fail, lol!
---------
Moving on (please God, let them move on), I'm testing out
-1 Burn at the Stake
+1 Chancellor of the Forge
I felt I had two many cards that just won games, and were useless unitl I wanted to end it. Yes, we need those, but an overwhelming amount. Chancellor is high mana cost, but fits the theme and is insane with all those Gobbos. Thoughts?
Let us know how it goes with this one. I've had heaps of people tell me I should be running him but I just don't see why he's that good. I'm still of the theory that he can't do anything Krenko doesn't do already at much less mana. I'd be open to being persuaded based on evidence from somebody playing the deck more so than I would from people just throwing ideas out that don't even play it.