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Shattergang Retribution - Jund Krenko EDH

Commander / EDH BRG (Jund)

Karkeios


I've had a rather janky build of Jund Krenko, Mob Boss rolling around in my head for some time, and it's finally come to fruition! This build is aimed at trying to get Krenko with infinite tokens on the board in one turn, rather than attempting to amass all of the components over multiple turns and juggling commander tax and such. This also opens the deck up to a couple more win conditions, which I'll go over in that section.

The simple answer to all of those questions is: Why not?! Jund gives you access to 2 colors that really help out with what Mono-Red struggles with, being lack of mana and having to hard draw most of your win conditions. I've made most of the green cards used in the deck to be land grabbing cards for this reason. Likewise, the black cards are mainly tutor abilities to grab all the pieces you need. As for why I went with Shattergang over, quite literally, any other Jund commander is due to thematic reasons. If you're into MTG lore at all, then you should know that Krenko is responsible for the death of the youngest brother, so it makes for a funny little story to go along with the deck. And why goblins you might ask? Well, simply put, I love 'em. I think they're funny little creatures with interesting mechanics that are easily exploited. It allows me to employ my favorite win condition: Go Wide!
The main win condition in this deck is Krenko, Mob Boss . That tap ability to exponentially increase your goblin count is absolutely bananas! With that being said, the deck is built around that and using artifacts or untap effects to make that army bigger by the second.

Krenko, Mob Boss + Thornbite Staff + Any sac outlet you can find is the easiest source of infinite tokens.

Krenko, Mob Boss + Umbral Mantle + Ashnod's Altar is another way to produce infinite tokens.

Krenko, Mob Boss + Sword of the Paruns + Ashnod's Altar again, more infinite tokens.

After you've generated an unnecessary amount of goblins, now it's time to win with them.

• The first, and most obvious, win condition is to just swing out with all of those goblins. There are several cards in the deck that give them all haste, because redundancy is a must in commander.

Grand Warlord Radha + Aggravated Assault + any haste card gives you infinite combats and, subsequently, infinite mana in any combination of green and red that you'd like. This mana also sticks with you through steps and phases, so you can swing at those pesky pillow fort decks. Goblins hate pillows!

Goblin Bombardment is fairly self explanatory. Load up some goblins and start throwing them at your opponents.

• And if you've managed to lose the location of Krenko, Mob Boss from exiling, or him being stolen, you can bring out the trusty ol' "Mike and Trike"! Mikaeus, the Unhallowed + Triskelion allow you to infinitely ping your opponents down by removing +1/+1 counters from Trike and him coming back with Mike's ability.

The biggest drawback to not having Krenko, Mob Boss as your commander is the fact that he becomes very fragile. Normally you don't really care when he dies, because you just play him from the command zone. Thus, he needs a bit more protecting. Black is a great color for this, because not only is it the major tutoring color we use, but it's also the reanimation color.

Meren of Clan Nel Toth is an absolute wonder in this deck as long as your graveyard doesn't get targeted or exiled. You're sacrificing in this deck quite a bit, so those experience counters are no sweat.

Reanimate - Dance of the Dead - Animate Dead are all basic ways of returning him after he gets dealt with by your opponents.

Razaketh, the Foulblooded is an absolute monster, and by far the best creature in the deck. At the low cost of 1 creature and 2 life you get to grab a card from your deck? Hell yes!

Wort, Boggart Auntie is another form of reanimation that goes nicely in this deck, since she's able to grab at the beginning of the turn.

Imperial Recruiter is able to grab most of our smaller goblin tutors,

Eternal Witness green card that grabs back combo pieces, always a must add.

Protean Hulk + Birthing Pod is normally an instant win with the correct cards on the board. It's a combo that has to be dealt with immediately, or else you win the game right there.

All in all, this deck has proven to be one of the most fun I've had brewing in quite some time. I'm excited to see how it performs, or possibly just completely flops. Any and every suggestion or improvement is welcomed. Thanks in advance!

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Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

51 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.20
Tokens Experience Token, Goblin 1/1 R, Spirit 1/1 C
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