Creatures you control have haste.
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23 hours ago
I think I have a few suggestions that may help! Hardened Scales, and Winding Constrictor, Ajani, Caller of the Pride are fun for extra counters on creatures. Nahiri, the Harbinger is really good for searching creatures and would allow you to grab any of the titans(Ulamog, Kozilek, or Emrakul) or other big creatures! for more haste i would run Swiftfoot Boots and or Fervor. Zendikar Resurgent is super good and i believe a staple in commander! I hope these help and will probably come back for more suggestions!
1 week ago
I'm going to suggest you change this completely, here it goes! :)
But a weakness is many do not untap...but wait! Artifacts like Magewright's Stone, Voltaic Construct, Thousand-Year Elixir, Clock of Omens, Voltaic Key, etc. do just that. More fun though can be had with Threaten effects that you can use either on opponents' stuff or to untap your own. Interactive decks few!
And there's lots of fun utility golems to abuse. Ancestral Statue can bounce a big guy who attacked and just recast cheaply due to Rakdos' ability. Solemn Simulacrum is a staple. Beast of Burden takes advantage of token decks. Glass Golem's art looks wicked ;). Precursor Golem can add in some 1-shot draw spells like Crimson Wisps to draw a ton if lucky. Sundering Titan for fun control.
Feldon of the Third Path, Daretti, Scrap Servant, Kurkesh, Onakke Ancient, Slobad, Goblin Tinkerer, Tuktuk the Explorer, and Urabrask the Hidden are all legendaries that play nicely with a theme like this I think.
So keep your burn/damage to activate Rakdos' ability, add some haste enabler like Fervor so your golems can attack upon entering, include fun enchantments like Blood Mist, Flameshadow Conjuring, and Mana Echoes.
1 week ago
I would rather cut Anger, because I really like to keep haste sources that can come into play before Krenko, and it can be tricky to keep Anger in the grave due to grave hate... So in my opinion Fervor > Anger
3 weeks ago
This is a good start and you have the foundation of a strong Krenko deck here. There's some changes we could make though.
Aside from adding a lot of fast mana (Chrome Mox, Mox Diamond, Mana Vault, Mana Crypt, Lotus Petal) I think some improvements could be made to your creature suite. Sensation Gorger is a bit of a trap. With only 20 goblins, he typically doesn't get to do anything reliably. Voracious Dragon is win-more, and Goblin King is not needed. Zealous Conscripts should be a Lightning Crafter, which also goes infinite with Kiki and one of your plentiful sac outlets and can be tutored for.
I found Thousand-Year Elixir and Illusionist's Bracers underwhelming. They can make lots of goblins, but you don't actually need very many to start going off. I cut these from my list a long time ago and have not missed them.
Hammer of Purphoros being an artifact is a bad thing; it's easier to remove. Replace with Fervor. I'd cut Impact Tremors and Boggart Shenanigans. They just don't do enough unless you're actually going off. Aggravated Assault and Breath of Fury are win-more in a Krenko list; I'd drop those as well. Throw in a Dragon Fodder. Mizzium Mortars is... well, not a good thing in a deck that's trying to go wide with tiny creatures.
I am personally not a fan of Goblin War Strike and similar effects. These at most kill one opponent and can be very clunky. They don't do anything until you have enough goblins to actually kill people.
I replaced Reforge the Soul with Godo, Bandit Warlord, which has been amazing.
Notable cards that are missing: Chandra, Torch of Defiance, Sensei's Divining Top, Inventors' Fair, Rummaging Goblin (draw and a goblin), Treasonous Ogre, Goblin Bushwhacker, Beetleback Chief (combo piece with Kiki!), Goblin Ringleader (makes Recruiter a million times better), Sparksmith (removal), Ancient Tomb, Cavern of Souls, Crystal Vein, Strip Mine, Wasteland, Hanweir Battlements, Mind Stone and Gamble. All of those cards are fantastic and will improve your deck. Please let me know if you're not clear on why.
3 weeks ago
TheDoctor_Y2K, my list was very similar to this in the very beginning. It's a great feeling watching your deck evolve and take shape over time as you pick up more pieces and become more fluent with its internal interactions. I definitely don't think it is a process that you can force if it is a deck you don't want to grow tired with, but suggestions are always useful. Something that could be improved on I feel is replacing some of your basic lands with mana rocks, such as Boros Signet, Rakdos Signet and Orzhov Signet as they allow you to start casting Kaalia a turn earlier. The Signet are also faster to cast than Clues tones, and are turn 1 castable off of Sol Ring. 40 lands seems like a little too many and it feels bad when you need to peel gas off the top of your deck and you draw Mountain. Also cards that give haste such as Fervor and Hall of the Bandit Lord which allow for you to start doing your thing before other players have a chance to build up any sort of defence. Sweet list though, keep working at it!
1 month ago
1 month ago
I'd add in more wheels to cycle through your deck and mess with your opponents since dragons are big and you'll need more time to setup (typically). Wheel of Fortune, Burning Inquiry, Winds of Change, etc. fit the bill.
Taurean Mauler is cheating, haha.
You need so much more haste. Fervor, Hammer of Purphoros, Mass Hysteria, Urabrask the Hidden, and/or Anger. I think you could even add a few 1-shot haste & draw spells since I think that's typically how a turn will play out (like Crimson Wisps).
Possibility Storm could snag a bigger dragon.
1 month ago
Here's some idea's you may not have considered. Obviously your meta-game is different than mine, but in my multi-player commander games, we get a lot of board wipes. As a result, I tend to ignore 'number of creatures you control' effects because they don't help much when you don't have any. Mana Echoes is cute but I think there are better uses of that card slot.
I hope you like these suggestions. Good luck.