-40%

Krenko, Mob Boss

$ 26.39

Availability: 36 in stock
  • Language: English
  • Rarity: Rare
  • Condition: Used
  • All returns accepted: ReturnsNotAccepted
  • Set: Commander
  • Game: Magic: The Gathering

    Description

    Enlightened Gaming
    About this deck
    This auction is for a budget focused Krenko, Mob Boss Commander/EDH deck.  The cards shown are the exact cards you will receive and will include a decklist and recommended upgrades for the deck.  Additionally, the deck is already packaged and ready to be shipped. The deck is very fast and the card choices are explained as follows:
    Krenko, Mob Boss -
    Commander
    Krenko, Tin Street Kingpin -
    Replacement commander if Krenko is sent to the command zone too many times.
    Ib Halfheart, Goblin Tactician -
    Can sacrifice goblins to deal 4 damage to the creature blocking them or sac mountains for goblins.
    Goblin Piledriver -
    Protection from blue and powerhouse with a lot of goblins.
    Siege-Gang Commander -
    Produces goblin tokens. Sac outlet for killing creatures and/or players.
    Goblin Diplomats -
    Forces attacks to clear blockers for next attack.
    Dark-Dweller Oracle -
    When Krenko is active, this goblin allows you to play a lot of spells (assuming you have the mana).
    Adaptive Automaton -
    Great in tribal decks. Gives +1/+1 to all goblins in this deck.
    Hellrider -
    Only non-goblin creature in the deck. Adds lots of damage to attacks.
    Jeering Instigator -
    Steal a creature for a big attack.
    Goblin Matron -
    Tutor any other goblin creature.
    Goblin Warchief -
    Reduces cost and grants haste to all goblins. Especially important for Krenko.
    Arms Dealer -
    Allows you to sacrifice goblins to kill creatures.
    Gempalm Incinerator -
    Cycles to kill a creature.
    Goblin Cratermaker -
    Sacrifice to deal 2 damage to troublesome creature or destroy artifacts, eldrazi or ugin.
    Battle Squadron -
    Evasive powerful threat.
    Beetleback Chief -
    Creates goblin tokens.
    Wily Goblin -
    Allows you to cast general one turn faster.
    Goblin Wardriver -
    Boosts your creatures on attack.
    Goblin Ringleader -
    Allows you to take the best goblin in the top four cards of your library.
    Reckless One -
    Hasty powerful threat.
    Tourch Courier -
    Allows you to use Krenko a turn earlier.
    Goblin Lookout -
    Sacrifice a goblin to boost rest of team.
    Goblin Motivator -
    Allows you to use Krenko a turn earlier.
    Skirk Prospector -
    Allows you to cast general one turn faster.
    Rummaging Goblin -
    Allows you to dig for answers.
    Foundry Street Denizen -
    One mana goblin that can become super powerful.
    Mogg War Marshal -
    Brings up to 2 friends.
    Goblin Chirugeon -
    Sacrifice a goblin to regenerate Krenko.
    Goblin Bushwacker -
    Haste and +1/+0 to entire team for 2 mana.
    Clickslither -
    Hasty Finisher for one opponent.
    Goblin Sledder -
    Sacrifice a goblin to give a creature +1/+1. Can also be used politically to save an opponents creature.
    Reckless Bushwacker -
    Haste and +1/+0 to entire team for 3-4 mana usually.
    Burn at the Stake -
    Tap Goblins to finish one opponent.
    Relentless Assault -
    Extra combat step and more goblins with Krenko.
    Goblin War Strike -
    Damage to one player equal to number of goblins.
    Cathartic Reunion -
    Discard 2 cards to draw 3. Good for digging.
    Krenko's Command -
    Two goblins for 2 mana.
    Goblin Grenade -
    Sacrifice a goblin to do 5 to a creature or player.
    Empty the warrens -
    Storm card. Works really well with Skirk Prospector in play and a bunch cards in hand.
    Tormenting Voice -
    Discard a card to draw 2.
    Dragon Fodder -
    Two goblins for 2 mana.
    Goblin Rally -
    Four goblins for 5 mana.
    Hordeling Outburst -
    3 goblins for 3 mana.
    Goblin War Party -
    3 goblins or +1/+1 to entire team for 4 mana or both for 7 mana.
    Word of Seizing -
    My favorite EDH red card printed. Split second take your planeswalker and ultimate it.
    Outnumber -
    Damage to a creature equal to number of creatures you control at instant speed.
    Battle Hymn -
    Add red mana to mana pool equal to the number of creatures you control.
    Brightstone Ritual -
    Add red mana to mana pool equal to the number of goblins you control.
    Gratuitous Violence -
    Your creatures do double damage.
    Fervor -
    Haste for your creatures. Great for activating Krenko right away.
    Goblin Oriflame -
    Your creatures get +1/+0 on attack.
    Cavalcade of Calamity -
    Your creatures with 1 power do 1 extra damage each to a player or planeswalker on attack
    Quest for the Goblin Lord -
    Your creatures get +2/+0 after you put 5 goblins into play.
    Goblin War Drums -
    Your creatures gain menace.
    Impact Tremors -
    1 damage to each opponent per creature that enters the battlefield under your control.
    Raid Bombardment -
    Your creatures with 2 power do 1 extra damage each to a player or planeswalker on attack
    Hammer of Purphoros -
    Entire team gets +1/+1 and haste.
    Goblin Charbelcher -
    Reveal cards until you hit a land. Does damage equal to number cards. Double if Mountain.
    Hazoret's Monument -
    Reduces cost of creatures by 1. When you cast creatures, you cand discard a card and draw.
    Heraldic Banner -
    Adds one red mana and gives team +1/+0.
    Castle Embreth -
    Gives team +1/+0 for 3 mana activation.
    Forgotten Cave -
    Cycles for 1 or provides red mana in a pinch.
    Desert of the fervent -
    Cycles for 2 or provides red mana in a pinch.
    34 Mountains -
    Basic Land immune to blood moon and great for Goblin Charbelcher
    Goblin tokens -
    I provide the first 2. Dice should get you the rest. One pile for untapped and one for tapped.
    Card Condition Guide
    I am not a professional grader. However, I do try to follow the tcgplayer guidelines (below) for card condition. For auctions over .00, I will generally include a picture of the cards being sold. If there are multiple quantity, the picture will be of the worst condition card of the lot.
    NM - Near Mint -
    Cards in Near Mint condition show minimal to no wear from shuffling, play or handling and can have a nearly unmarked surface, crisp corners and unblemished edges outside of a few minimal flaws. A Near Mint card may have a tiny edge nick or a tiny scratch or two, but overall look nearly unplayed with no major defects or flaws.
    NM - Near Mint Foil -
    On foil cards, wear and blemishes are more easily noticed. As a result, grading NMFs is fairly simple: They can?t have any scratches, clouding, print defects or visible damage or marks. Near Mint Foils are nearly pristine cards because it?s the most scrutinized card condition.
    LP- Lightly Played -
    Cards in Lightly Played condition may have minor border or corner wear or even just slight scuffs or scratches. There are no major defects such as liquid damage, bends or issues with the structural integrity of the card. Noticeable imperfections are okay, but none should be too severe or at too high a volume.
    LP - Lightly Played Foil -
    Lightly Played Foils show minimal wear and very few surface flaws. Any flaws such as scratches are very slight, and no major imperfections or flaws should exist. Scratches in the art box tend to be more noticeable and factor more heavily than other flaws. Foils in Lightly Played condition may also have slight fading or signs of wear or slight warping.
    MP - Moderately Played -
    Cards in Moderately Played condition can have border wear, corner wear, scratching or scuffing, creases or whitening or any combination of mild examples of these marks.
    MP - Moderately Played Foil -
    Warping, clouding, scratching and a little flaking are all fine on Moderately Played Foils (MPFs). They are also allowed to have minor border wear. As long as there are no major defects, these minor flaws are okay on MPFs.
    HP - Heavily Played -
    Cards in Heavily Played condition show a severe amount of wear. Cards with less than 30% of the surface being liquid damaged are typically accepted but may be considered Damaged if especially detrimental. HP cards can have one small instance of missing ink (such as if something is stuck to a card, then removed and pulls away part of the card), along with major creasing, whitening and border wear if the card can still be sleeve playable.
    Damaged -
    Cards in Damaged condition can exhibit a tear, bend or crease that may make the card illegal for tournament play, even in a sleeve. If more than 30% of the card is damaged by liquid, it's considered Damaged. Cards in Damaged condition may have extreme border wear, extreme corner wear, heavy scratching or scuffing, folds, creases or tears or other damages that impacts the structural integrity of the card..
    Inked -
    This is a special category for cards where a sharpy marker was used to blacken the edges of the card. This could be done on a previously white border card or on a black boarder card to hide edge wear.
    Orders < will be shipped in a regular envelope with a forever stamp and will be well protected.
    Orders -0 will be shipped in a bubble wrapped envelope and will include tracking
    Orders > 0 will be insured
    As a competitive magic player, I am aware that you want your cards today and ship them as soon as possible. However, I do work Monday through Friday and your cards will be placed in the mail after work for delivery the next day. Shipping is very fast as you can tell by my feedback.
    Satisfaction is important to me. Returns will be provided on a case by case basis. Pictures must be emailed to me and cards over must be sent with tracking.
    Please use the contact seller button above for any questions you may have.