Krenko, Mob Boss

Krenko, Mob Boss as a commander: Goblin guide and budget deck

Krenko, Mob Boss is a four-mana mono-red Goblin that, when tapped, creates as many Goblin tokens as Goblins you control. Its growth is exponential and it suits a wide-board tribal deck that is very easy to understand and to build on a small budget.

Colours
Red
Mana value
4
Bracket
Bracket 2 or 3
Play style
Goblin tribal and tokens
Difficulty
Easy

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

  1. Early game

    Deploy cheap Goblins and ramp to reach Krenko with spare mana and a couple of Goblins already on the board.

  2. 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.

  3. 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

RoleCards
Support GoblinsGoblin Chieftain, Goblin Warchief, Goblin Rabblemaster, Skirk Prospector
More tokens and valueSiege-Gang Commander, Goblin Matron, Goblin Ringleader, Hordeling Outburst, Krenko’s Command
Finishing and damageImpact Tremors, Purphoros, God of the Forge, Goblin Bombardment
RampSol Ring, Arcane Signet, Mind Stone, Talisman of Impulse
Card drawFaithless Looting, Tormenting Voice
InteractionLightning 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.