Krenko, Tin Street Kingpin
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Krenko, Tin Street Kingpin

Legendary Creature — Goblin

Whenever Krenko, Tin Street Kingpin attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.

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Pheardemons on Mishra's Relentless Horde

1 week ago

Profet93

Phyrexian Reclamation was there as a way to get the token generatros back like Krenko, Mob Boss. I do understand the potential of taking it out.

War Cadence has not been tested as it is the newest addition. I liked the idea of politicing. Plus, it was a win condition giving my creatures essentially unblockable. I'll think about it.

Vedalken Orrery is one of those cards I include in almost all of my decks. It is always a good choice. However, I do understand the fact that this deck usually wins on my turn in combat, so it may not be NEEDED here.

Because I have Wound Reflection and Archfiend of Despair I was debating on City on Fire. It rarely wins the turn it comes down and it tells the whole table what I'm about to do on my next turn. Granted, blocking creatures still triple damage.

Krenko, Tin Street Kingpin was another one that has been kind of subpar. If I can get it down turn two or three it is a powerhouse. Late game it's pretty bas as it has small attack and is required to attack.

TitanWalls on Timing for Three Dog, Galaxy …

2 weeks ago

Regarding timing for ability interaction: Given a hypothetical where I have a Krenko, Tin Street Kingpin in play as well as Three Dog, Galaxy News DJ enchanted with Nurturing Presence. At start of combat, say I attack with Krenko as well as 3 other creatures. The question is this: is the time I am allowed to activate Three Dog's ability strictly dictated by the text "whenever you attack" so that I would need to specifically pay the 2 when I declare the last of my attackers to have it resolve first on the stack? Or is it, as I suspect, where all triggered abilities are put on the stack simultaneously after declaring attackers such that I decide how they resolve. i.e Three Dog resolves first so that the four attacking creatures receive the aura, generating 4 token creatures, and then Krenko generates an additional X goblins afterwards to provide additional value to the auras' effects?

Last_Laugh on Isshin Attack Triggers 2023

1 month ago

Anim Pakal, Thousandth Moon will produce massive amounts of tokens.

Devilish Valet will 1 shot someone out of the game. Just 6 tokens entering makes him 64 power and it can snowball to ungodly amounts here (I've hit for 8 million).

Feel free to check out my list for ideas. Overall it's not budget friendly but there's plenty of budget friendly tech to be found (like Fanatical Devotion). Upvotes on any of my decks are appreciated. EngrIsshin - All Your Base Are Belong to Us!

Last_Laugh on For the Emperor

1 month ago

Krenko, Tin Street Kingpin is an amazing token producer here.

Devilish Valet will 1 shot a player out of the game. Just 6 tokens entering makes him 64 power and it snowballs into the millions from there. I've hit for 8 million personally but had someone else with a Ceasar deck (possibly Isshin /shrug) here on tappedout tell a very realistic scenario where he hit for several billion.

Dolmen Gate/Reconnaissance both deserve spots. The ability to safely swing, get off attack triggers, and accumulate tokens instead of losing them to blockers is probably the most important effect in this sort of deck. If I'm in Boros colors and attacking, I'm running Iroas, Recon, and Dolmen every time. Reconnaissance has a few tricks up it's sleeve if you aren't familiar. Long story short is it allows you to attack with everyone safely, untap everyone at the most opportune time, deal damage in most situations, and have every one of those creatures untapped by the end of combat.

Blade1945 on Solphim

3 months ago

I added most of the suggestions except for:

Clever Concealment: I would not like this, because it basically makes whatever is selected, go buy buy. (I have PTSD for phasing things out and do not see the appeal)

Krenko, Tin Street Kingpin: Because if I'm going to have Krenko in my deck, I need more counters and power for Krenko. (I can see the strategy)

Thank you for the suggestions and have a wonderful day/night! :D

Crow_Umbra on Solphim

3 months ago

I think at face value, Caesar, Legion's Emperor will end up using a lot of the same tech that Isshin, Two Heavens as One does. You could probably use more of the token generators that Isshin would, if you want to check out the Isshin token theme EDHREC page.

In looking at your list, I do have a few suggestions, if you're open to them:

  • I think you could probably drop down to at most 38 lands, or 36 at the least.

  • It seems a little counter-intuitive, but I'd recommend replacing some of those land slots with mana rocks like Sol Ring, Arcane Signet, Orzhov Signet and the others in color in that cycle, or Talisman of Indulgence and the others in this cycle (Talismans of Conviction and Hierarchy). Replacing some land slots can help you ramp out some rocks in your early turns, and reduces your likelihood of mana flooding.

  • Some of these land slots could also be swapped out for more creature token generation. Some of my personal favorites from playing Isshin: Anim Pakal, Thousandth Moon, Hammers of Moradin, Hanweir Garrison  Meld, Krenko, Tin Street Kingpin, and Mardu Ascendancy. I think your deck could benefit from a few more token producers that can get set up before Caesar hits the field, and also takes pressure off him being one of your primary token producers.

  • If you have the budget for it, I'd recommend adding a decent board protection package from stuff like Reconnaissance, Dolmen Gate, Teferi's Protection, Clever Concealment, and Iroas, God of Victory. The more you can protect your board, the more you can maintain momentum down the stretch. In case you're unfamiliar with Reconnaissance, this EDHREC article explains how you can use it as a pseudo-Vigilance anthem to pull your creatures out of combat, after the damage step.

  • Lastly, I'd recommend swapping out some of your creatures that are north of 5 cmc for some of the stuff listed above. Between swapping land slots, and swapping a couple of higher cmc creatures, I think could help the deck be a bit more cohesive.

I hope these suggestions are helpful. Down to discuss more if you're up for it. Best of luck

Crow_Umbra on Musashi's Mosh Pit [Primer]

4 months ago

I see Anduril as similar because it costs 5 total mana to cast and equip, and Cathar's Crusade is also 5 cmc. Most of the common token producers that most Isshin strats tend to run like Myriad creatures, Hanweir Garrison  Meld, Hero of Bladehold, Krenko, Tin Street Kingpin, and Adeline, Resplendent Cathar each pump out 4+ tokens, depending if Isshin is out. Either way, creatures need to attack with Anduril equipped, or to make their tokens if Cathar's Crusade is on board. I think they have similarities in terms of their pacing, but aren't 1:1. If anything, to me, Anduril is like a pseudo-Cathar's Crusade for strats that don't have access to White.

I had Thundering Raiju on my Maybeboard for a bit. I think I ultimately ended up picking Tectonic Giant, as I liked the option to impulse draw, and have liked the consistency of 3-6 damage each time I've played it. Aside from Breena, the Demagogue, I haven't really felt the need to dedicate any other slots to +1/+1 counter antheming effects.

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