Hello everyone! I'm Levi from The Thought Vessel, and today we're looking at one of the best typal commanders in the entire format - Krenko, Mob Boss. Not only is he the top Goblin commander by a large margin, but he's also the second-oldest commander on EDHREC's top 10 commanders list, beaten out only by Kaalia of the Vast. Today, we'll be breaking down this mob boss - what he can do, how his deck works, its strengths and weaknesses, and ultimately, how to defeat it.
The Commander
Krenko is known for his signature activated ability, often nicknamed "Krenko Cranks." For every Goblin you control, you create another one. This level of efficiency allows Krenko decks to win through combat, combo, or a go-wide strategy. What makes him particularly scary is that he's such a powerful enabler - one deck can easily execute all three of these strategies without breaking a sweat.
The Deck
Most decks with Krenko as the commander aim to do two things: play as many Goblins as possible and find as many ways to tap and untap Krenko as they can. This includes adding protection and haste enablers like Swiftfoot Boots or the newly released Howlsquad Heavy from Aetherdrift. In addition, Krenko decks often run sacrifice outlets to turn Goblins into value, as well as lords that pump Goblins for combat. The deck can shift strategies at a moment's notice, making it a flexible and dangerous threat.
Here is an example of a Krenko list you might see at your local game store.
Average Krenko EDH | Commander
- Commander (1)
- 1 Krenko, Mob Boss
- Creatures (29)
- 1 Battle Cry Goblin
- 1 Beetleback Chief
- 1 Conspicuous Snoop
- 1 General Kreat, the Boltbringer
- 1 Goblin Chieftain
- 1 Goblin Chirurgeon
- 1 Goblin Instigator
- 1 Goblin King
- 1 Goblin Lackey
- 1 Goblin Matron
- 1 Goblin Piledriver
- 1 Goblin Recruiter
- 1 Goblin Ringleader
- 1 Goblin Trashmaster
- 1 Goblin Warchief
- 1 Goro-Goro, Disciple of Ryusei
- 1 Hobgoblin Bandit Lord
- 1 Kiki-Jiki, Mirror Breaker
- 1 Krenko, Tin Street Kingpin
- 1 Legion Warboss
- 1 Mogg War Marshal
- 1 Moria Marauder
- 1 Muxus, Goblin Grandee
- 1 Pashalik Mons
- 1 Rundvelt Hordemaster
- 1 Siege-Gang Commander
- 1 Skirk Prospector
- 1 Treasure Nabber
- 1 Warren Instigator
- Instants (5)
- 1 Abrade
- 1 Chaos Warp
- 1 Lightning Bolt
- 1 Thrill of Possibility
- 1 Vandalblast
- Sorceries (10)
- 1 Battle Hymn
- 1 Blasphemous Act
- 1 Brightstone Ritual
- 1 Dragon Fodder
- 1 Empty the Warrens
- 1 Faithless Looting
- 1 Goblin Grenade
- 1 Hordeling Outburst
- 1 Krenko's Command
- 1 Massive Raid
- Enchantments (6)
- 1 Boggart Shenanigans
- 1 Impact Tremors
- 1 Purphoros, God of the Forge
- 1 Quest for the Goblin Lord
- 1 Rising of the Day
- 1 Shared Animosity
- Artifacts (12)
- 1 Arcane Signet
- 1 Coat of Arms
- 1 Hazoret's Monument
- 1 Lightning Greaves
- 1 Patriar's Seal
- 1 Ruby Medallion
- 1 Skullclamp
- 1 Sol Ring
- 1 Sting, the Glinting Dagger
- 1 Swiftfoot Boots
- 1 Thousand-Year Elixir
- 1 Throne of the God-Pharaoh
- Lands (33)
- 28 Mountain
- 1 Arena of Glory
- 1 Castle Embereth
- 1 Den of the Bugbear
- 1 Path of Ancestry
- 1 Three Tree City
Strengths
The strength of this deck lies in its speed, synergy, and versatility. Many decks in Commander have one or two primary paths to victory, but Krenko is as open-ended as they come. In one game, you might play a heavy aristocrats strategy, draining opponents while sacking Goblins for value. In another, you might flood the board with 40 4/4 Goblins with haste and swing for the win. This adaptability makes Krenko incredibly difficult to pin down--but not impossible.
Weaknesses
The biggest flaw in Krenko's game plan is that all of its power flows through an activated ability on a four-mana creature that doesn't inherently have haste. While Krenko decks dedicate a lot of space to enabling him, having a commander this reliant on a single ability can create major vulnerabilities. If opponents can disrupt Krenko consistently, the deck struggles to execute its game plan.
Additionally, Krenko operates in mono-red--a color known for explosive plays but weaker in removal and ramp compared to other colors. Without proper support, Krenko can be shut down by well-placed hate pieces. A single Cursed Totem or Pithing Needle can bring the deck to a screeching halt. Against bad matchups, Krenko decks can end up doing almost nothing if their commander gets repeatedly removed or locked out.
Key Cards in Krenko Decks
Here are some key cards to watch out for when facing Krenko:
- Howlsquad Heavy - Haste is incredibly dangerous for Krenko since it allows his ability to go online immediately. While its mana ability isn't the most reliable, it can be devastating if Krenko is left unchecked. Keep haste enablers off the field whenever possible.
- Blood Moon - Yes, even in a mono-Red deck, Blood Moon and Ruination are worth noting. These cards can absolutely wreck non-red opponents while leaving Krenko unscathed. Be prepared with mana rocks or mana dorks to mitigate their impact.
- Impact Tremors - This one is self-explanatory. Krenko produces a massive number of tokens, which all trigger Impact Tremors. If you don't deal with it early, you'll likely be dead long before a single Goblin swings at you.
- Goblin Assassin - Though not as popular as it once was, this card is a nightmare if left unchecked. Every Goblin that enters forces players to flip a coin, with a 50% chance of having to sacrifice a creature. When this happens 5-10 times per turn, boards can be wiped out in an instant.
- Sting, the Glinting Dagger - This is the closest thing a Krenko deck has to Seedborn Muse. By untapping Krenko every turn, the Goblin count spirals out of control. If Krenko starts with just two Goblins, after a full table rotation, he could have 256 Goblins ready to swing. It's a compounding problem that must be addressed immediately.
How to Beat Krenko
Games against Krenko should be easy to rally support in, as these decks tend to start extremely fast--whether through ramp or haste enablers. Keeping Krenko off balance is key. Mono-red can generate explosive bursts of mana, but it lacks the staying power of some other colors. Removing Krenko just a couple of times can significantly slow down its board development and give other players a chance to pull ahead.
Board wipes are particularly brutal for Krenko decks, as mono-Red doesn't have many ways to protect against them. If you can remove Krenko two or three times, the Krenko player will be forced to take multiple turns off just to recast him. From there, all you need to do is apply pressure until they run out of blockers, cards, and mana to keep up.
Cards to Consider Against Krenko
If you're looking for tech to help you beat Krenko, consider these options:
- Pithing Needle - A one-mana silver bullet that completely shuts off Krenko's ability as long as it's in play.
- The Meathook Massacre - Not only does this legendary enchantment wipe out most of the Goblin horde, but it also gains you life for every creature that dies. In a typical Krenko game, that could easily mean gaining 20+ life.
- Elesh Norn, Grand Cenobite - No surprise here. Elesh Norn is a Commander staple for a reason. Her -2/-2 effect ensures that most, if not all, of Krenko's Goblins stay off the board, effectively making Krenko's ability useless.
Conclusion
I hope you enjoyed this deep dive into the Goblin Boss himself, Krenko. If there's a commander you'd like to see featured in Commander Kryptonite, send me an email at thoughtvesselshow@gmail.com. Until next time, happy gaming!