The game plan for this deck is pretty straight forward. Make a lot of tokens and go wide or infinite.
The main problem with Krenko is that he is a pretty well known commander and the decks that he is usually piloting are on the stronger end. This deck is not an exception, so if your playgroup don't know to hate him yet they might after you play this a few times.
This makes it so that you will start with the handicap of being the arch-enemy in most games. Therefor it is important to hit the ground running with this deck. Where I'm of the belief that it is always smart to keep a ow profile when playing commander, I feel like this seldom works with this deck since it usually wins out of nowhere. So, where does this leave us?
HASTE:
The deck should have enough ways to go of fast where being a target shouldn't be to big of a problem. The things that you should look for early game is stuff that gives goblins haste early:
These all cost 3 mana or less, and are easy to get out fast. Ogre Battledriver, Urabrask the Hidden and Anger are also haste-makers but they are a bit slower and are therefore better as backups if any of the other cards are removed by pesky naysayers.
The reason you want haste is because haste is the fist thing you need to start doing degenerate things with Krenko. If you have Krenko, haste, a sac outlet and mana-generating you can "hard cast, infinite" Krenko. I will tell you how in the "Combo"-Panel underneath. And it helps with generating tokens and attacking faster. The keyword in this deck is fast if you haven't noticed yet.
MANA:
The next thing you need early is a way to make mana. Feel free to refer to the ""Rampers"" in the "Meet The Family"-Panel for this part. The two best cards for this will have to be Skirk Prospector and Ashnod's Altar in that order. This is because they are both low mana cost and they double up as sacrifice outlets. Skirk Prospector is easily the best card in the deck next to Krenko himself. It works as a combo enabler in many of the infinite combos of the deck.
You probably don't need me to tell you why mana is good to have early. This deck do needs it more than most decks however. The reason for this is that almost all of the combos needs a way to generate mana from the goblins you make with Krenko. It is also important to go fast since most eyes will be on you for the duration of the game, so need to go of is huge. Red is also one of the colors where ramp is hardest to come by. This is why we try to come by mana in other places. BTW! Sol Ring is obviously a snap-keep!
SAC OUTLETS:
The third thing you should have early is sacrifice outlets. The reasons for this are plentiful, the most prominent being combo. A few of the ways to go infinite requires a way to kill off one or more creatures. There is also always good to have a way to kill or remove your own stuff in any game of commander. This is because some people like to play theft effects, exile, etc. In these situations it would be better for you to kill your creature sending it to the graveyard and additionally generate some form of value, be that damage, mana or something else. These five sacrifice outlet cards are free and can be used instant speed:
You also have Siege-Gang Commander and Skullclamp, both of these cost mana to activate and will therefor be difficult to use to sacrifice a great number of creatures unless you have a way to make infinite mana. Note also that Skullclamp can only be activated/equipped sorcery speed
WINNING:
There are mainly two ways of winning which will occur consistently. Either you assemble one of the many comboes you have in the deck or you just power through and win by dealing a ton of damage. The comboes will be listed in the **COMBO** panel. When speaking about raw damage I will split it into making goblins and pumping damage, because you usually need both.
MAKING GOBLINS: There are a few cards that will make goblins or help Krenko make more goblins. First lets go over the cards that make goblins on their own.
Then there are the cards that will help Krenko to make goblins. These are cards that will help with activating Krenko's ability more than once each turn.
DEALING DAMAGE: These cards translate goblins directly into damage.
COMBO / GOING INFINITE: There are a few infinite combos in the deck that will win you the game. You will find these in it's own panel below titled _.
These are combos that either makes it so that you can tap Krenko as many times that you please, combined with mass target-damage or mass haste.
Or it will be some spescific combos like Kiki-Jiki, Mirror Breaker or Conspicuous Snoop combos.