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Gooblins Fo Dayyyys

TL;DR

  • Step 1. Early/Hasty Krenko

  • Step 2. Make Dem Gooblins

  • Step 3. Trample Face

Infinite Combo:

Some Explanatories:

  • A lot of decklists have lots of wheel effects. Wheel of Fortune, Reforge the Soul, etc. In my experience they do little more than feed the Combo players and I am rarely in a position where the risk is worth the reward. Krenko, Mob Boss works best as a fast aggro deck and has a very difficult time recovering if the board state is dealt with turns 6-8. No amount of wheeling changes it as his play style is too vulnerable. The wheels 95% of the time just clog my hand until the are shuffled back into my library at the end of the game. Something to remember is Krenko, Mob Boss top decks very well. He on his own is a win con. He doesn't need much else to win. If you top something not incredible, that's fine, you're still doubling dem gooblins. You may notice that Sensation Gorger however and wonder why he's there. I am fine with him there as he counts as a goblin to help production and can be effective to mess with combo players since they only get 4 cards instead of 7.

  • For an aggro deck without anything over 5 cmc, there are a lot of lands and mana rocks. Reason is that I want Krenko out as sooooon as possible. The longer Krenko takes to come out the longer gooblin production is delayed and the smaller the chances of getting the win are. Cycle lands are there if needed early but can be cycled later after meeting that 5 mana threshold. Fetches help by removing more lands from the deck so they don't interfere later.

Game Play:

Opening Hand:

Judge hand bassed on how soon Krenko comes out.

  • A turn 2 Krenko hand is Christmas but doable with either Sol Ring or Mana Vault.

  • Turn 3 Krenko hands are very common and can often be done with Haste.

  • Turn 4 Krenko hands are alright but need either haste enabler or a darn good reason.

  • Turn 5 Krenko? Ditch that hand. Like right now. Don't even bother trying. Unless you really like the challenge.

Early Game:

  • Get Krenko and any other gooblin out and start that production.

  • You want to get 4-5 mana early. After that, don't worry about increasing mana base too much. There are situations it is useful to get a lot of mana but they are quite rare. Just get those 4 lands plus rocks and forget about it.

Mid Game:

  • Make it or break it point. Either you are out of control or you are knocked down and 90% of the time aren't getting back up.

  • Should be focused on getting either a critical number of gooblins or a Coat of Arms type effect.

  • Assess threats and figure out who is most likely to mess with the game plan. Typically decided on their board wipe likely hood. They just had a target painted on their head. Also watch for anyone that might have an even fast comboy win condition. They have an even bigger target.

Late Game:

  • Late game??? What late game??? I didn't plan for this!!! Most likely you're dead. Deal with it. You can still come back but it will be slow and quite the struggle.

  • Be somewhat patient and look for an opportunity to get Krenko to stick and be protected if possible. Deal with threats as they come up.

ENJOY DEM GOOBLINS

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Date added 9 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

40 - 0 Rares

21 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.75
Tokens Goblin 1/1 R
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