How it plays
Krenko costs {2}{R}{R}. Its ability, "{T}: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control", counts Krenko itself and the tokens, so each turn it roughly doubles your army. It cannot tap the turn it enters, so it is worth protecting until the next one.
Being mono-red, the mana base is very simple. The deck is completed with other Goblins, cost reducers and cards that turn an enormous board into direct damage or a lethal attack.
Mana curve: A low, smooth curve: ramp and cheap Goblins early, Krenko on turn four and a core of tribal support and mid-cost finishers.
Game plan by phase
- Early game
Deploy cheap Goblins and ramp to reach Krenko with spare mana and a couple of Goblins already on the board.
- Mid game
Protect Krenko until it can tap; from then on every activation doubles the army. Add engines that grant haste or damage per creature.
- Late game
Turn the enormous board into a win with a mass attack or with effects that damage each opponent for every creature that enters.
Key cards
| Role | Cards |
|---|---|
| Support Goblins | Goblin Chieftain, Goblin Warchief, Goblin Rabblemaster, Skirk Prospector |
| More tokens and value | Siege-Gang Commander, Goblin Matron, Goblin Ringleader, Hordeling Outburst, Krenko’s Command |
| Finishing and damage | Impact Tremors, Purphoros, God of the Forge, Goblin Bombardment |
| Ramp | Sol Ring, Arcane Signet, Mind Stone, Talisman of Impulse |
| Card draw | Faithless Looting, Tormenting Voice |
| Interaction | Lightning Bolt, Chaos Warp, Abrade |
Bracket and budget
It is a mono-colour deck with a minimal mana base and plenty of inexpensive pieces, which is why it is one of the most accessible commanders to build on a small budget. If you want a more powerful version or another budget, we will design it for you.
Weaknesses
Krenko is the single point of failure: if it is removed before it taps, the plan slows down a lot. Board wipes are the second risk, because the deck wins by putting out many small creatures. It helps to have extra Goblins and ways to recover cards after a wipe.
How to upgrade the deck
- More support Goblins that grant haste or reduce costs.
- Finishing pieces that turn the wide board into direct damage.
- Protection for Krenko and card draw to recover from a wipe.
- More two-mana acceleration to bring Krenko out sooner.
Frequently asked questions
How does Krenko, Mob Boss work?
When it taps, Krenko creates as many 1/1 red Goblin tokens as Goblins you control, including itself. Because the tokens count too, the number of Goblins grows exponentially turn after turn.
Is Krenko a good commander to start with?
Yes. Its plan is very easy to understand, it is mono-colour and it can be built with inexpensive pieces. The main difficulty is protecting Krenko and not overextending the board into a wipe.
How many Goblin cards does the deck need?
The more Goblins you control, the more tokens Krenko creates, so a high density of Goblins and of cards that create Goblin tokens is worthwhile, supplemented with ramp and interaction.
