









Overview:
This Krenko, Mob Boss deck is a classic Goblin tribal build focused on explosive token generation and aggressive combat strategies. The commander serves as the central engine, exponentially increasing Goblin count each activation to enable wide attacks and synergize with "Goblin ETB" payoffs. Secondary win conditions include direct damage via Impact Tremors and Goblin Bombardment, with Devilish Valet acting as a potential one-shot kill when paired with mass token creation. The deck leverages red's ritual effects and haste enablers to accelerate its game plan but lacks infinite combos seen in higher-powered builds.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-3): Prioritize ramping with Sol Ring, Arcane Signet, or rituals (Desperate Ritual, Pyretic Ritual). Deploy key haste enablers like Rising of the Day or Hellraiser Goblin to enable immediate token value.
- Commander Activation (Turns 3-5): Cast Krenko with protection (Lightning Greaves) if possible. Use first activation to create 1-4 Goblins, then scale exponentially each subsequent turn.
- Payoff Deployment:
- Combat Wins: Amplify attacks with Shared Animosity, Burn Bright, or Volatile Claws. Use Seismic Stomp/Renegade Tactics to bypass blockers.
- Direct Damage: Trigger Impact Tremors, Witty Roastmaster, and Guttersnipe repeatedly. Sacrifice tokens to Goblin Bombardment for targeted removal or finishers.
- Devilish Valet Combo: Pair a massive Krenko activation with Devilish Valet's doubling ability for lethal trample damage.
Mulligan Priorities:
- Keep hands with 2-3 lands and at least one ramp source (Sol Ring, ritual, or Signet).
- Prioritize early protection (Lightning Greaves) or haste enablers in known interactive metas.
- Avoid hands without red sources or those clogged with high-CMC spells like Sundering Stroke.
Key Tips:
- Activate Krenko at instant speed before your turn if you have haste enablers to surprise-block with new tokens.
- Use Skullclamp on 1/1 Goblins for massive card draw.
- Jeska's Will can provide explosive mana when cast post-Krenko.
- Chaos Warp and Burn from Within handle problematic indestructible threats.
Weaknesses:
Critical
- Extreme vulnerability to board wipes (only 1-2 protection spells)
- Commander-dependent strategy collapses under repeated removal
- No graveyard recursion for key pieces
Moderate
- Struggles against flying/evasive threats
- Limited card advantage without Skullclamp/active Krenko
- Weak to Cursed Totem effects shutting off Krenko
Minor
- Minimal stack interaction beyond Guttural Response
- Susceptible to life gain strategies outpacing burn damage
Most Important Cards:
- Krenko, Mob Boss (Primary token engine)
- Impact Tremors (Passive damage amplifier)
- Shared Animosity (Combat multiplier)
- Goblin Bombardment (Sacrifice outlet & removal)
- Lightning Greaves (Commander protection)
- Devilish Valet (Alternate win condition)
- Jeska's Will (Mana/card burst)
- Skullclamp (Card draw engine)
- Hellraiser Goblin (Haste enabler)
- Pyretic Ritual (Mana acceleration)
Attribute Ratings:
Speed: 6/10
Capable of threatening wins by T5-6 with optimal ritual → Krenko → payoff sequences, but lacks consistent fast mana for earlier explosions.
Resilience: 3/10
Heavily reliant on Krenko staying active with minimal protection/recursion. Single board wipe can reset progress entirely.
Consistency: 5/10
Moderate card draw and tribal synergy, but lacks tutors for key pieces like Impact Tremors. Relies on Krenko surviving to maintain momentum.
Interaction: 4/10
Focused on artifact removal (6+ pieces) and combat tricks, but lacks answers to enchantments/planeswalkers and has limited counterspells.
Rating Justification:
This deck demonstrates T6-8 win potential through explosive token generation but falters against interaction and lacks the redundancy/protection of higher tiers. While faster than precons, its commander dependence and fragility place it in upgraded casual ranges.
Power level: 4.5 - 5.0
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