demonicattorney
18 views33 hrs ago
Commander
Size: 100Salt sum: 46.17
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Goblin War\n\nWhy Krenko\n\nKrenko is not subtle and does not benefit from pretending otherwise. The deck turns one Goblin into two, two into four, and four into the sort of board state that makes everyone reach for a calculator or a sweeper. The strategic work is not discovering that Krenko makes tokens. It is getting one productive activation before he dies, converting the tokens into value even when combat is closed, and deciding how much of the hand to expose before the table finds its answer.\n\nThis list has three overlapping plans: attack with a suddenly enormous tribe, convert entries and deaths into direct damage, or use Goblins as mana and cards until one of those plans becomes inevitable.\n\nThere is something wonderfully honest about it. Krenko does not conceal the threat, negotiate for time, or pretend that the thirty Goblins are present for value. He puts a bright red countdown clock in the command zone and asks whether the table can stop it. I like that directness, but I also wanted the deck to be more than a token printer. Every Goblin can become a card, a mana, a point of damage, or the reason the next activation becomes absurd. The army is also the economy.\n\nEarning the first activation\n\nKrenko costs four and is famous enough to arrive pre-targeted. The best opener therefore contains three mana sources, acceleration, and either haste or protection. Sol Ring, Arcane Signet, Ruby Medallion, Skirk Prospector, Sceptre of Eternal Glory, Battle Hymn, and Brightstone Ritual get him online; Lightning Greaves, Swiftfoot Boots, Hall of the Bandit Lord, Thousand-Year Elixir, and Goblin Warchief reduce the window in which opponents can remove him for free.\n\nA hand full of tribal payoffs but no path to an activation is not a keep. The deck does not need six Goblins before the commander. It needs enough material to make the first tap matter and enough protection or sacrifice value that removal is not a complete loss.\n\nGoblin mathematics\n\nKrenko counts every Goblin, including himself, when the ability resolves. That makes sequencing before the activation important. Mogg War Marshal, Kiki-Jiki, Molten Echoes, and the cheap tribal bodies increase the starting count; Illusionist’s Bracers doubles the ability; Mana Echoes turns the resulting entries into a large pool of colorless mana. If a haste source is available, the correct line is often to cast the enabler first, Krenko second, and activate before passing priority on anything ornamental.\n\nTokens are not only attackers. Skullclamp turns them into cards. Skirk Prospector and Ashnod’s Altar turn them into mana. Goblin Bombardment, Pashalik Mons, Boggart Shenanigans, Impact Tremors, Agate Instigator, General Kreat, Purphoros, and Goblin Sharpshooter turn them into damage. Goblin Chirurgeon turns expendable bodies into protection. A wipe is much less effective when the board can be cashed out in response.\n\nGoblin Recruiter, Goblin Matron, Imperial Recruiter, Goblin Engineer, and Sensei’s Divining Top make the deck unusually capable of finding the missing function. The right tutor target is usually haste, cards, or a sacrifice outlet—not automatically the largest payoff. A live Krenko plus a way to use the tokens is already a payoff.\n\nCashing in the army\n\nShared Animosity and Hobgoblin Bandit Lord make a wide attack lethal. War Cadence can eliminate profitable blocks. Goblin War Strike is the direct version. The various impact effects win without exposing the tokens to combat, and Mechanized Warfare or Torbran makes each small trigger matter much more. Blasphemous Act can also be pointed through the deck’s damage modifiers and death payoffs rather than treated as a purely defensive wipe.\n\nFinal Fortune is a last-turn card, not value. It belongs in the line where one more untap means another Krenko activation and the game ends. Casting it because the turn was disappointing is simply scheduling the loss more precisely.\n\nThose are my favorite Krenko turns: the table can see a lot of Goblins but cannot tell which resource they are about to become. A blocked combat step may mean Bombardment. A wipe may become mana and cards. A modest board plus Shared Animosity may simply kill everyone. The deck is explosive, but its best lines still reward sequencing and nerve rather than blind multiplication.\n\nThe one line I disclose\n\nKrenko, Staff of Domination, and Skirk Prospector form an infinite token-and-mana engine once the Goblin count is high enough to pay four Goblins per loop to untap Staff and Krenko while continuing to grow the board. That line is present in the list even though my normal pod rule is no infinites. I do not intend to execute it without an explicit Rule 0 agreement. If the table’s rule is “not in the 99 at all,” Staff is the obvious card to replace.\n\nThis is otherwise a high-pressure Bracket 3 tribal deck. Jeska’s Will and The One Ring are its two Game Changers. There is no land-denial plan or repeatable extra-turn loop, but nobody should mistake an active Krenko for a casual value engine. The entire point is that he is an emergency which becomes a catastrophe one tap at a time.\n\n"}]}
Card Advantage
Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment

Card Advantage
(CTRL to add secondary)
Engine and Synergy
Scuzzback Scrounger
At the beginning of your first main phase, you may blight 1. If you do, create a Treasure token. (To blight 1, put a -1/-1 counter on a creature you control. A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Goblin Warrior

Engine and Synergy
(CTRL to add secondary)
Interaction
Interaction
(CTRL to add secondary)
Lands
Den of the Bugbear
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
Land

Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Lands
(CTRL to add secondary)
Payoffs and Finishers
Weftstalker Ardent
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Artificer Drix

Payoffs and Finishers
(CTRL to add secondary)
Protection
Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Protection
(CTRL to add secondary)
Ramp and Cost Reduction
Ramp and Cost Reduction
(CTRL to add secondary)
Recursion
Dawn-Blessed Pennant
As this artifact enters, choose Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk.
Whenever a permanent you control of the chosen type enters, you gain 1 life.
, , Sacrifice this artifact: Return target card of the chosen type from your graveyard to your hand.
Whenever a permanent you control of the chosen type enters, you gain 1 life.
, , Sacrifice this artifact: Return target card of the chosen type from your graveyard to your hand.
Artifact

Recursion
(CTRL to add secondary)
Selection and Tutors
Selection and Tutors
(CTRL to add secondary)
Utility
Utility
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Goblin War\n\nWhy Krenko\n\nKrenko is not subtle and does not benefit from pretending otherwise. The deck turns one Goblin into two, two into four, and four into the sort of board state that makes everyone reach for a calculator or a sweeper. The strategic work is not discovering that Krenko makes tokens. It is getting one productive activation before he dies, converting the tokens into value even when combat is closed, and deciding how much of the hand to expose before the table finds its answer.\n\nThis list has three overlapping plans: attack with a suddenly enormous tribe, convert entries and deaths into direct damage, or use Goblins as mana and cards until one of those plans becomes inevitable.\n\nThere is something wonderfully honest about it. Krenko does not conceal the threat, negotiate for time, or pretend that the thirty Goblins are present for value. He puts a bright red countdown clock in the command zone and asks whether the table can stop it. I like that directness, but I also wanted the deck to be more than a token printer. Every Goblin can become a card, a mana, a point of damage, or the reason the next activation becomes absurd. The army is also the economy.\n\nEarning the first activation\n\nKrenko costs four and is famous enough to arrive pre-targeted. The best opener therefore contains three mana sources, acceleration, and either haste or protection. Sol Ring, Arcane Signet, Ruby Medallion, Skirk Prospector, Sceptre of Eternal Glory, Battle Hymn, and Brightstone Ritual get him online; Lightning Greaves, Swiftfoot Boots, Hall of the Bandit Lord, Thousand-Year Elixir, and Goblin Warchief reduce the window in which opponents can remove him for free.\n\nA hand full of tribal payoffs but no path to an activation is not a keep. The deck does not need six Goblins before the commander. It needs enough material to make the first tap matter and enough protection or sacrifice value that removal is not a complete loss.\n\nGoblin mathematics\n\nKrenko counts every Goblin, including himself, when the ability resolves. That makes sequencing before the activation important. Mogg War Marshal, Kiki-Jiki, Molten Echoes, and the cheap tribal bodies increase the starting count; Illusionist’s Bracers doubles the ability; Mana Echoes turns the resulting entries into a large pool of colorless mana. If a haste source is available, the correct line is often to cast the enabler first, Krenko second, and activate before passing priority on anything ornamental.\n\nTokens are not only attackers. Skullclamp turns them into cards. Skirk Prospector and Ashnod’s Altar turn them into mana. Goblin Bombardment, Pashalik Mons, Boggart Shenanigans, Impact Tremors, Agate Instigator, General Kreat, Purphoros, and Goblin Sharpshooter turn them into damage. Goblin Chirurgeon turns expendable bodies into protection. A wipe is much less effective when the board can be cashed out in response.\n\nGoblin Recruiter, Goblin Matron, Imperial Recruiter, Goblin Engineer, and Sensei’s Divining Top make the deck unusually capable of finding the missing function. The right tutor target is usually haste, cards, or a sacrifice outlet—not automatically the largest payoff. A live Krenko plus a way to use the tokens is already a payoff.\n\nCashing in the army\n\nShared Animosity and Hobgoblin Bandit Lord make a wide attack lethal. War Cadence can eliminate profitable blocks. Goblin War Strike is the direct version. The various impact effects win without exposing the tokens to combat, and Mechanized Warfare or Torbran makes each small trigger matter much more. Blasphemous Act can also be pointed through the deck’s damage modifiers and death payoffs rather than treated as a purely defensive wipe.\n\nFinal Fortune is a last-turn card, not value. It belongs in the line where one more untap means another Krenko activation and the game ends. Casting it because the turn was disappointing is simply scheduling the loss more precisely.\n\nThose are my favorite Krenko turns: the table can see a lot of Goblins but cannot tell which resource they are about to become. A blocked combat step may mean Bombardment. A wipe may become mana and cards. A modest board plus Shared Animosity may simply kill everyone. The deck is explosive, but its best lines still reward sequencing and nerve rather than blind multiplication.\n\nThe one line I disclose\n\nKrenko, Staff of Domination, and Skirk Prospector form an infinite token-and-mana engine once the Goblin count is high enough to pay four Goblins per loop to untap Staff and Krenko while continuing to grow the board. That line is present in the list even though my normal pod rule is no infinites. I do not intend to execute it without an explicit Rule 0 agreement. If the table’s rule is “not in the 99 at all,” Staff is the obvious card to replace.\n\nThis is otherwise a high-pressure Bracket 3 tribal deck. Jeska’s Will and The One Ring are its two Game Changers. There is no land-denial plan or repeatable extra-turn loop, but nobody should mistake an active Krenko for a casual value engine. The entire point is that he is an emergency which becomes a catastrophe one tap at a time.\n\n"}]}




























































