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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Skirk Fire Marshal
Creature — Goblin
Protection from red ((Remember the acronym debt.) This can't be damaged, enchanted, equipped, blocked or targeted by anything red. Anything red attached to this immediately falls off.)
Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.
RinceRaven on krenko
3 months ago
Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en
First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.
Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).
Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.
Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.
If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.
I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)
Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).
Good luck on figuring things out. I'm off to bed
1 year ago
Goblin are always cool. +1 from me. I like the idea with the Threaten like cards to untap Krenko.
Some suggestions for your deck:
- Thousand-Year Elixir and Magewright's Stone are repeatable untap effect at good cost (Mana) and bad cost (Money). The Stone also gives pseudo-haste for Krenko.
- War Room is a good choice for card draw in Mono-Red Decks.
- Castle Embereth is a better Mountain
- Blood Moon is expensive (Money) but so gooood in Mono Red. Another option is Ruination
- Skirk Fire Marshal is a interesting option to close out Commander Games really fast
- Roar of the Crowd is a slightly worse Massive Raid
Maybe you want to check out my Krenko EDH Deck for further input. Krenko's Mob
1 year ago
Ripwater: sdidonato is exactly right, saccing mountains is really only for when you make your final big move. 90% of the games I win aren't even through combat, they are through the ETB and sac effects either all at once, or by grinding everyone down.
The addition of Skirk Fire Marshal and Massive Raid on top of the core of Goblin War Strike , Impact Tremors , and Purphoros, God of the Forge really help to bring down several people a turn, which is especially important when you go all in on saccing your mountains.
Crucible is still a strong play, but I like to use it either slowly, or all at once with the amazing new Nahiri's Lithoforming . I still haven't gotten it off, but those two plus Valakut Exploration seem like a dream combo. Also Lithoforming/Crucible into Acidic Soil / Price of Progress and recovering all your lands is really strong and an absolute blast.
I think the the biggest thing that a lot of us that have some variation of the current deck would agree on is that one of its biggest strengths is that you just form a strat depending on what you draw, which is absolute must with mono-red because you have such a poor ability to fetch or tutor compared to other colors. Trying to build a precise combo sets you up for being slow and getting disrupted, so we just don't really do it.
It is also flexible enough to take it a different route and go infinite goblins/mana with things like Mana Echoes , Goblin Warrens , and the like, but as long as Ib is your commander you are a lot harder predict.
1 year ago
TheApexHat That is awesome! It always makes me happy to hear that people have made their own Ib decks and that I had anything to do with inspiring it.
Toralf is exactly the type of card I love running. On top of potentially double-dipping with Repercussion you get to trigger Toralf with:
Blasphemous Act - BIG one here
Not to mention how much more likely we are to overkill a creature due to the damage doublers (and the one tripler).
Not sure what I will drop for it, but it is definitely making its way in. I haven't been able to review Kaldheim for includes yet, so thanks for the idea!
2 years ago
paytongamer: In the last several revisions of the deck since I've added Goblin War Drums the Menace hasn't really been impactful because I am winning through something else that uses the Goblins as fuel. Along the same lines I barely get to use Goblin King's evasion, but he has a higher impact potential. It's rare that the damage being dealt by an unblocked Goblin is actually killing someone, it's more likely the Impact Tremors, Raid Bombardment, or Repercussion is doing it.
This is even more the case now with the recent additions of Skirk Fire Marshal, Valakut Exploration, and Massive Raid. I think if the deck focused more on Krenko, big mana with Goblin Warrens, and prioritized combat step damage, then Goblin War Drums becomes much more impactful. That has definitely been this deck at multiple times since I first built it, which just goes to show how flexible Ib is that you can tailor the deck to focus on so many different styles of play.
DBCooper: Shenanigans is good, especially because it can be tutored like any Goblin creature can, and can be freecast off of everything except Muxus, but I think the larger the table gets the less effective Shenanigans is. The same deck I was describing to paytongamer would do well with Shenanigans, a deck that just makes an obscene amount of tokens so it doesn't really matter than you are only hitting one player at a time because you have 250 Goblins to feed into it.
2 years ago
It seems your deck is missing some card draw so it doesn't run out of steam too fast. Now mono-red is a tough nut to crack regarding card draw - atleast I don't have much experience with it. But I would definetly cut Wily Goblin. You should look into cards like Magus of the Wheel and Skullclamp - with all your small creatures, a card like Mind's Eye might fit in.
Depending on your playgroup, you should look into some boardwipes/Removal like Mizzium Mortars.
I also see you have a lot of small pingers that deal small damage - maybe look into some equipment that gives deathtouch.
2 years ago
I just ordered 2 Tawnos's Coffin because it was way below market value, but I'm wondering if it might go well in here. It would syngergize well with Dockside Extortionist, Imperial Recruiter, Muxus, Goblin Grandee, Purphoros, God of the Forge, Goblin Recruiter, etc... you could even "exile" one of your creatures then Skirk Fire Marshal the world.
2 years ago
Hello everyone! It's been a long time since my last real update, but I wanted to get in here and at least update the list. Primer update to come later!
Conspicuous Snoop: Pretty self explanatory, just a solid card for digging and comboing off.
Muxus, Goblin Grandee: Such a strong card that I focused on adding more goblins just so I could take advantage of this and Snoop more often. Combos especially well with Goblin Recruiter. The CMC is high, but we have a lot of ways to freecast it, especially with the recent re-addition of Goblin Wizard.
Skirk Fire Marshal: This is a card I feel like was in my first list, and I took it out really early on because I was new to Magic and getting my ass kicked all the time, so losing 10 life was a death sentence. Now with all the damage doublers (and a new tripler!), as well as having several years with the deck under my belt, I think I can take advantage of this again.
Fiery Emancipation: For 1 colorless more than Gratuitous Violence you get triple the damage and it effects all sources too, not just creatures. The thought of Ibsplosions for 12, or a Goblin War Strike easily breaking 100 damage is just exciting. Time will tell if the CMC is just too high. I think this is strong enough that I would probably add more ramp before I cut this due to cost. Maybe this will bring about the return of Mana Echoes?
Sensei's Divining Top: This is top tier filtering, I don't doubt that whatsoever, but as far as gameplay clunkiness it is also top tier. Mind's Eye took this slot so I wouldn't go down in draw sources.
Insult / Injury: The card that is always the easiest gap filler is also always the easiest card to remove.
Fervor: This is out simply because it is one dimensional. I'm really starting to get a lot of multi-use cards, and more haste sources than before (and a lower need for haste in general), so this unfortunately doesn't make the cut anymore.
Tectonic Reformation: Not as good in practice as I would have hoped. I built all of the deck to try to get as many cards as possible directly into play, and with the very low land count I hardly ever have lands in hand to actually use this. It probably does a lot more in the budget version of the deck then it does this one.
Wild Ricochet: Very fun card, but not something you can count on using because it relies so heavily on what other people play. Would definitely consider putting this back in after more testing.
Other Cards I Am Curious About
Goblin Charbelcher: Always wanted to have this in as an alternate wincon. Even when it doesn't hit hard, it is still consistent, targeted damage I don't often get. Looking for a slot for this ASAP.
Destructive Digger: This seems strong. Does anyone have experience with it? Especially with Goblin Welder or Crucible this becomes a very good draw engine. Also on the short list to be added.
Molten Echoes: I initially misread this and was like AUTOINCLUDE, but after turning on my reading comprehension I realized it was nontoken only. However I do have quite a few gobbos floating around in the deck now, but the potentially they aren't cast is still high. Hmmmm.
Deflecting Swat: Thoughts on this? Seems like a really solid card all around.
Well that's it for now. Hopefully I get to play this again soon for more testing. I might have to buy into it on MTGO just to get a bunch of rounds in....
Let me know what you think about the changes!