CMR: Bad Company

Commander / EDH griffinpride23

SCORE: 7 | 18 COMMENTS | 3021 VIEWS | IN 3 FOLDERS


New Brew —Sept. 7, 2015

Hi all, I've updated my list and the primer, let me know what ya think.

Happy Gaming!

isaelis says... #1

Another card that would help with anti-top decking would be Sensation Gorger. It has a nice kinship ability to it. For one you get to know the top card of your library before you draw, so if you have other cards that let you move the top cards around like Sensei's Divining Top or Crystal Ball could add to that effect. Plus say you have no cards in your hand and your opponent has 7 cards BOOM discard his or her hand and you get 4 cards and they get 4 new cards.

Also a good land to add would be Reliquary Tower so you wouldn't have to discard card at each end step if you draw to many.

But if you don't mind check out my Krenko deck! Krenko Madness

February 11, 2015 5:27 p.m.

griffinpride23 says... #2

Thank you for the suggestions isaelis! I actually ran Sensation Gorger in the original build of the deck because it contained roughly 26 or so goblins; however as I cut some goblins here and there to add mana ramp effects the total number of goblins dropped to 18 in deck (not counting Krenko, Mob Boss). I eventually cut Sensation Gorger because he wasn't hitting often enough. He is a great card when you run a critical mass of Goblins in your deck though.

I never considered running Reliquary Tower. Generally I don't have more than seven cards in hand, and if I do I don't recall issues choosing what to discard. Thank you for the recommendation though.

I'll gladly take a look at your deck and comment! Thanks again for your recommendations!

February 12, 2015 12:21 p.m.

TheHamster says... #3

ever consider Goblin War Strike with krenko? it pretty much one shots an opponent

February 16, 2015 8 a.m.

griffinpride23 says... #4

Thank you for the suggestion! I have thought about running Goblin War Strike plus it's cousins, Burn at the Stake and Voracious Dragon, but my main concern with this in a multiplayer game is taking a four-player pod and making it 2-v-1. I can see situations arising where Goblin War Strikeing the lead player and following up with a massive attack on the other two could be game winning, but if I have that many goblins in play already it seems like a "win more" card. It is still worth testing though, I will see if I can work it in. Thanks again!

February 16, 2015 8:18 a.m.

GoldenDemon says... #5

Breath of Fury enables a pseudo-infinite combo with Krenko. If there is an opponent who can't block, and you have at least 2 goblins and a haste-granter in play before activating Krenko, you can activate him a number of times equal to that opponent's life total, assuming the attacking goblin only has power 1. This will, generally, be enough to give you an army of goblins large enough to kill everyone that turn.

I also recommend Thousand-Year Elixir, for obvious reasons. I run Fervor (considering swapping it out for Mass Hysteria though) and Bedlam, but they are symmetrical effects so ymmv.

Btw, have you considered Goblin King? He can be pretty hilarious if you have Blood Moon out.

February 16, 2015 10:44 a.m.

GoldenDemon says... #6

Oh, also, since you've got Crucible of Worlds, you might as well run some more lands that can take advantage of it. Jund Panorama, Naya Panorama, Evolving Wilds, Terramorphic Expanse, the fetchlands if for some reason you hate having money, Mountain Valley, and DEFINITELY Myriad Landscape. For added fun, try copying their abilities with Rings of Brighthearth. :P

February 16, 2015 10:53 a.m.

griffinpride23 says... #7

Thank you for the input; I was actually thinking of throwing in the Rx fetchlands as I have all of them but Scalding Tarn through trades. They can also allow me to save up for Valakut, the Molten Pinnacle triggers. I also never considered using Rings of Brighthearth to double the effects, that is a great idea and I will definitely work toward getting that working for extra ramp!

I was running Thousand-Year Elixir for a long time, however I found I was never very excited to draw it and it can only allow for one extra activation (albeit, hastey speed). It is a very good card and will probably work it's way back into the deck, but I'd have to find something to cut.

There is a little bit of a funny story as to why Goblin King is absent from the deck. When I first started brainstorming and researching Krenko, Mob Boss for Commander, I accidentally left Goblin King off my lists of lords. After a few play tests, I figured I didn't really need him as I would win via making too many goblins to block OR sacrificing them and dealing passive damage. The Mountainwalk is a little redundant in my opinion and not needed. All that being said, I like the Breath of Fury and/or Aggravated Assault + Sword of Feast and Famine synergy you mentioned for multiple activations per turn. I may need to work those into the deck to help further the diversity and win-con...

Thanks again for you advice!

February 16, 2015 3:52 p.m.

zanderath says... #8

I have a question about your section about Illusionist's Bracers and Rings of Brighthearth.

Both of these cards indicate that it doubles the effect of non-mana abilities. However, you have Moggcatcher and Feldon of the Third Path listed in this section in regards to them receiving the benefit of these artifacts. Their abilities require a mana cost so I do not see how the benefit works.

I may be missing something, but could you help explain how this works?

I am working on a Krenko EDH deck myself and doing research as I build and wanted to understand other peoples' decks.

Other than this 1 question this looks like an amazing deck. And thank you for the lengthy description explaining many of the different facets of your deck.

+1

March 14, 2015 7:25 p.m.

vampirelazarus says... #9

zanderath: Mana abilities are abilities that produce mana. So, non-mana abilities are abilities that don't produce mana, ergo, the two cards you picked out, are non-mana abilities.

March 14, 2015 7:34 p.m.

zanderath says... #10

Thank you

Obviously I had it wrong in thinking it was abilities that cost many.

March 14, 2015 8:15 p.m.

zanderath, thank you for your comments and the score. vampirelazarus hit the nail on the head. A mana ability would be sacrificing a goblin to Skirk Prospector for one red mana.

vampirelazarus, thank you for answering the question.

March 15, 2015 10:46 a.m.

zanderath says... #12

I hate to ask another potentially stupid question, but I can't figure it out on my own.

Why are you including the fetch lands in this deck? This is a mono-red deck so the only land you will be able to play is the Mountain. However, you will be causing yourself to lose life. Wouldn't it be better to just replace the fetch lands with Mountains and not lose life?

On a side note, you might want to check out Dormant Volcano and Temple of the False God. In ways, similar to Ancient Tomb, but without the life cost.

Thank you again in advance for helping me understand some of these things as I am relatively new (M15) to MTG

March 16, 2015 4:04 a.m.

You can ask me anything, I may not be an expert but I can defend my card choices. So, Fetchlands serve different roles in this build. One, they help to thin out the deck - making it more likely to top deck a relevant spell instead of a land. This gets better with Crucible of Worlds in play, as I can replay and activate my Fetchland. Additionally, multiple Fetchlands in play along with Valakut, the Molten Pinnacle allows for me to control how many activations I can pull off in one turn. The dual fetches I have listed could be replaced by the Rocky Tar Pit, Mountain Valley, Terramorphic Expanse, Evolving Wilds, or any of the Panoramas that can fetch mountains if you want a more budget option.

I personally don't care for the "Karoo" lands too much, such as Dormant Volcano, but that's just me. I feel like it coming into play tapped and bouncing a land puts this deck behind a bit too much. I also don't care for Temple of the False God, but ran it for a long time until I could buy the Ancient Tomb. The major difference comes down to how soon you can active it. A turn one Ancient Tomb, Fire Diamond is nearly as great as a turn one Mountain, Sol Ring.

One more thing, life totals are resources; I've taken over 20 damage during EDH games with this deck and have still won. The life lost allowed me to excel myself a few turns ahead of my opponents without actually taking an extra turn. A turn 2 Krenko, Mob Boss could potentially run away with a game, if not answered and you drop a turn 3 Siege-Gang Commander and activate Krenko, Mob Boss you've put down 10 creatures while other decks are still ramping up; losing four life to Ancient Tomb doesn't seem so bad at that point.

If you have any more questions, please ask. There are some cheaper budget options to the cards listed and I'll be happy to help you brainstorm new ideas.

March 16, 2015 5:22 p.m.

zanderath says... #14

That makes a lot of sense once explained. I have always been tentative with using life as a resource, but as you said, a turn 2 Krenko and turn 3 10 creatures is pretty awesome. It really does start to threaten the board.

I have never thought of fetch lands as a double benefit as you explained.

Thank you again for clearing things up for me. I might have to look at my land choices again at some point.

March 16, 2015 5:49 p.m.