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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: Add .
, : Target Goblin creature gets +2/+0 until end of turn.
6 months ago
Some cool lands to maybe think about for future upgrades:
1 year ago
Hey, I have more suggestions!
Fabled Passage instead of or along with your other tutors.
Castle Embereth is just a mountain, more or less.
Dwarven Mine gives you another 1/1. Not a gobbo, but still.
Sokenzan, Crucible of Defiance just goes into literally every red deck, now. Just all of them. Forever.
Goblin Burrows for obvious reasons. It's not great, but it's here.
2 years ago
3 years ago
I'll assume the two goblin motivators are a typo!
Some other critters I've found to be useful in a Krenko deck include Arms Dealer, Gempalm Incinerator, Goblin Cratermaker and Goblin Assassin as removal - you never know when you'll need to take out some enemy creature with an ability you just can't ignore!
It would also probably be worthwhile to swap out a Mountain for a Goblin Burrows... you never know when that boost could help a token trade with a larger creature or finish an opponent off!
3 years ago
This will depend somewhat on your goals and or the meta game in the group you play in but here is what I'd do. Teetering peaks can stay if you feel that a combat trick is worth it to you. However in my own view, the likelihood that you can use it for benefit is very low, the benefit is pretty low, and the cost is significant. What I mean by that is, teetering peaks gives one creature of yours +2 power for one turn of attack (unless you somehow get multiple attack steps on the same turn. That might mean getting a few damage through or killing one permanent of an opponent, but even that is most likely not going to change a game much. Chances are that it will do almost nothing if your attack doesn't get through or the blocker they choose is of really low value. The cost is that you're short one Mana the turn you play the land. Probably not going to lose the game, but the flexibility you have with that Mana is much greater than the +2. Imagine having to play teetering peaks on turn 4 and not being able to play your commander until a turn late. Cycling is also IMO of low value enough value that it's not worth being short a mana. Fabled passage would allow you to thin your deck by 1, but again not worth potentially having to play a land tapped in the early game.
I'd consider just replacing with three mountains and just spending the money on other types of cards. However, the other thing you could do is play a land that enters untapped with some other utility. Scavenger Grounds is a good "graveyard hate" card and in my own meta that is very useful because people constantly do shenanigans with their graveyards. Lands like Castle Embereth which is very likely to come in untapped on any turn when it would matter, or Goblin Burrows give you the ability to spend Mana to do the combat tricks repeatedly. Other semi useful options are Dwarven Mine or Ghost Quarter.
Hopefully that helps you decide.
4 years ago
Deathtouch for your commander, carddraw in artifacts is the way to go & Torban as crazy
4 years ago
Zseck of the Pinnacle
Legendary Artifact Creature - Gargoyle
: Zseck of the Pinnacle and other Gargoyle creatures you control get first strike until end of turn.
3 / 3
Gargoyle creatures you control get +0/+1.
: Add to your mana pool.
: Target Gargoyle creature you control gains +0/+2 and vigilance until end of turn. Untap it.