Combos Browse all Suggest
- Chulane, Teller of Tales + Umbral Mantle + Zacama, Primal Calamity
- Faeburrow Elder + Umbral Mantle
- Axebane Guardian + Umbral Mantle
- Overgrown Battlement + Umbral Mantle
- Rofellos, Llanowar Emissary + Seeker of Skybreak + Umbral Mantle
- Priest of Titania + Seeker of Skybreak + Umbral Mantle
- Elvish Archdruid + Seeker of Skybreak + Umbral Mantle
- Earthcraft + Emmara, Soul of the Accord + Umbral Mantle
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact — Equipment
Equipped creature has "(3), Untap: This creature gets +2/+2 until end of turn."
1 week ago
Hey, impressive version on a budget, you've put a lot of thought into your deck.
An excellent compact infinite combo for life is Staff of Domination + Accomplished Alchemist by gaining five or more life on a turn. What makes this combo compact is it's two cards and Staff can draw which is helpful when you make infinite mana to draw your wincon in this case Aetherflux Reservoir. Staff can be a mana sink for any other infinite mana combos you play. Heronblade Elite is an overlooked mana dork who can get out of hand quick when playing counters as well as other Humans. With 5 or more power it also infinite combos with Staff of Domination.
To improve gameplay use cards that are part of combos, but are good without combos? Cards that do other things such as ramp or gain life and can be used in more than one combo. Try to limit the combos to two cards to make it easier to assemble.
- Staff of Domination + Accomplished Alchemist = infinite mana, life, draw.
- Umbral Mantle + Accomplished Alchemist = infinite mana.
- Ivy Lane Denizen + Scurry Oak = infinite tokens.
- Spike Feeder + Cleric Class lvl 2. = infinite life.
Staff of Domination, Accomplished Alchemist, Ivy Lane Denizen, Spike Feeder, Cleric Class, Heronblade Elite, Scurry Oak are combo cards that are also good outside of combos. In contrast Sorcerer's Wand, Lurking Roper, Famished Paladin, Krosan Restorer, Presence of Gond are subpar cards that are only here because of combos or are only part of one combo. I'm not suggesting to cut all these cards, just to think about what other uses do they have here besides a combo and are they really needed because of that?
For example, Illusionist's Bracers is an expensive price card here that's only in one combo with one card, Krosan Restorer. Consider cutting Bracers and Restorer? Doing this change would also let you cut some of the lesser Bounce lands, Karoo and Jungle Basin because only playing them for Restorer combo. For a budget manabase Canopy Vista and Fortified Village could replace those lands. By adding Canopy Vista then you have a Selesnya dual land that Three Visits can get.
Many of the combos here require an equipment or an aura, Open the Armory can tutor for either one.
Some changes to consider:
- Staff of Domination --> Illusionist's Bracers
- Ivy Lane Denizen --> Krosan Restorer
- Heronblade Elite --> Golden Guardian
- Spike Feeder --> Sorcerer's Wand
- Open the Armory --> Ram Through
- Canopy Vista --> Karoo
- Fortified Village --> Jungle Basin
Good luck with your deck.
RinceRaven on krenko
3 weeks 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 month ago
Nice deck : ) I guess my only question is, what do you want to do as a wincon? There are a lot of options to go infinite if you want to, but I completely understand if you don't. But things like Fauna Shaman or Green Sun's Zenith or Vivien, Monsters' Advocate can really make creature based combos very reliable.
Another take would be to go the enchantress route. Green has a lot of ways to get incidental card draw off enchantments, like Rune of Might and Kenrith's Transformation. Those together with Argothian Enchantress or other enchantresses, including Setessan Champion and Eidolon of Blossoms can be a very effective draw engine in green. And enchantress decks love Arasta of the Endless Web who can really help with flying problems. Everyone feeds her : ) No one respects spiders.
But at the same time, enchantress might also make it less of an elf deck. So, I guess, what are you most interested in doing with the deck? It looks like a really good elf combat deck as is, it could be powered up by infinites like Umbral Mantle or Quirion Ranger and Ashaya, Soul of the Wild or Staff of Domination to power a Wren's Run Packmaster or Umbral Mantle pump win. Ezuri, Renegade Leader is also a great mana outlet. But it all depends what you want to play I guess : )
4 months ago
Overall, I like it! Few observations:
My personal experience with Elf builds (particularly in Legacy format) is that nowadays there a SO many decent elves to choose from that no "one build" really has it all, and a deck's viability tends to depend a lot on the playgroup it's being used with.
Anymore, the "infinite combo" approach with Staff of Domination takes FAR too long to set up in my opinion (plus, artifact destruction isn't nearly as 'niche' as it used to be), and you can easily (and more quickly) win the game without it. (I actually removed the one Staff of Domination I own from my elf deck as it kept winning before it could really get moving). I can see it still being viable in, say, Commander format -- but nowadays there are SO many ways to deal with an artifact threat, that I don't feel it's anywhere NEAR as strong as it used to be (let's remember after all, 20 or so damage is all you're really looking to achieve in a lot of games). Bottom line, you're eating up 8 card slots in order to pull off an infinite combo, so unless that's your ONLY win condition (which here, it is not) I personally find it to be a waste.
So you don't think I'm just being negative, one possible thing to add which might help with this would be to swap your 4x Snakeskin Veil for 4x Tamiyo's Safekeeping. True it doesn't add a counter, but Tamiyo's Indestructible effect will: A) Protect a creature from a Boardwipe effect (which mere Hexproof won't do), and also B) Can be used to target ANY permanent, not just a creature (so, perhaps saving your Staff of Domination or Umbral Mantle from some artifact hate). This would help ensure that you are in fact getting that combo off when you happen to have the cards (no tutoring effects either makes pulling it off especially difficult game after game).
Another thing I see right off the bat is how many "tap for mana" elves you have. I don't see Umbral Mantle being valuable here except for your 'infinite combo staff maneuver'. Me personally, I favor things like Vitalize, because it'll hit everything you've got rather than just one creature, and I would also add in some form of Card Draw -- because all the mana in the world won't help you with an empty hand if your opponent has board control.
Again, if the infinite Staff combo is REALLY something you're sold on, then yeah maybe keep the Umbral Mantle, but it's such an old combo now that I find it far too easy for opponents to disrupt in one way or another. I also don't see any X-cost stuff in here (except for the Gelatinous Genesis copies, which I'd drop for something better honestly) -- X-cost stuff is really what makes the Infinite Staff combo shine in my opinion. If you're going that route you'd want Helix Pinnacle (for a next-turn win with Infinite Mana), Tribal Unity (should you want to do a big Elf Attack with all that mana, Stream of Life (if you're doing a teams game and want to heal your teammate) -- stuff like that, to really put down a power play when you finally hit infinite mana. In any case, if you end up wanting to stick with the Staff, put some more X-cost stuff in so that "infinite mana" is more than just a novelty and can essentially end the game for you.
I appreciate the vote of confidence in my elf builds, so I'll assume you've already seen my Legacy Elf build -- but here's a link again in case you want to review some more options. It's basically a deck that COULD have gone infinite mana, but didn't because it genuinely doesn't need it to win. The Card Draw just gets nuts, and I've regularly had turns where I'm playing out 4 or 5 Elves.
See my Elf Build: Tae'rin Terror (Elf Zerg) for more thoughts/suggestions along this line.
You've clearly got some seriously solid cards going on here now though, so any critique anyone can offer isn't really going to be along the lines of "This is just outright bad" and more of "This is slightly more efficient and reliable". I wish you luck, and +1 on your build!
4 months ago
That’s true, adding another color would complicate things. The Umbral Mantle combo should suffice, even if it isn’t as self contained as the other. I think for having fun games with friends the deck looks in good shape.
4 months ago
4 months ago
Balaam__ I changed it up, let me know what you think! My main goal of this deck is lots of mana ramp with the Heritage Druid and Nettle Sentinel or the Elvish Archdruid and Umbral Mantle combo. But another goal is to get lots of cards and fast with the mana ramp, so I’m playing tanks with all the mana, but not just tanks.