How to Build
A mono-red Goblin swarm: tap Krenko for a Goblin token per Goblin you control, let the count double every untouched turn, and turn the resulting board into damage with anthems and per-creature payoffs.
Krenko, Mob Boss is a one-card go-wide engine: tap him and create a Goblin token for every Goblin you already control, himself included, which means the token count effectively doubles each turn he survives untapped. The deck is mono-red, wants an untap effect and some protection to keep the loop running, and closes games by turning that wide board into damage with anthems, per-creature triggers, or a straightforward wide attack.
Krenko's whole card is one line: tap him, create X 1/1 red Goblin tokens, where X is the number of Goblins you control. That count includes Krenko himself and any other Goblins on the battlefield, not just the tokens he's made before, so a Goblin tribal subtheme (creatures that are already Goblins, or that make Goblin tokens of their own) accelerates the count further. The deckbuilding implication is straightforward: Krenko wants to untap, survive, and keep tapping, more than he wants any specific combo piece.
Early: ramp into Krenko around turn four, then protect him through his first untapped turn if at all possible; even a single activation is a meaningful head start. Mid: keep tapping every turn the board allows, adding untap effects or a second activation source if the deck has one, while the token count compounds. Late: with a wide board of Goblins, close the game either through a straightforward attack backed by an anthem, or through per-creature damage triggers that can end the game the same turn a big activation resolves.
Underneath the token engine, this is a normal mono-red aggressive Commander deck: a working mana base, enough ramp to hit Krenko on curve, and some interaction to protect him. See the Commander deck template for the baseline ratios and best protection in Commander for keeping a one-card engine like this alive.
Thousand-Year Elixir ↗
Lets Krenko untap immediately after tapping for tokens, which is close to doubling his output the turn it resolves and makes summoning sickness irrelevant going forward.
Skullclamp ↗
Turns any 1-toughness Goblin token into two cards the moment it trades or is sacrificed, which keeps the hand full even as the token army takes losses.
Impact Tremors ↗
Every Goblin token Krenko makes pings an opponent for one, which turns a single big activation into a real chunk of direct damage before combat even happens.
Purphoros, God of the Forge ↗
The same idea at a higher rate: two damage per creature entering, which scales devastatingly with a Krenko turn that makes six or more tokens at once.
Shared Animosity ↗
Every attacking Goblin gets bigger for each other attacking Goblin sharing its type, so a wide Goblin board converts directly into lethal combat damage.
Coat of Arms ↗
A tribal anthem that scales with every Goblin on the battlefield, turning a swarm of 1/1s into a genuinely enormous attacking force.
Goblin Bombardment ↗
A free sacrifice outlet that turns extra tokens into direct damage, useful both as reach and as a way to get value from a Goblin about to die anyway.
Krenko's ability is the engine, not the win itself; a board of unbuffed 1/1 Goblins still has to actually connect. The real win conditions are the payoffs stacked on top: an anthem that makes the swarm lethal in combat, a per-creature damage trigger that fires enough times to end the game outright, or a sacrifice outlet that converts extra tokens into direct damage when combat alone isn't getting there.
A single removal spell on Krenko before his first activation sets the whole deck back significantly, so running him with no protection or recursion at all is the most common mistake. The second is treating the token count as a win condition by itself: a wide board of vanilla 1/1s does very little without an anthem or a damage payoff to convert it into an actual clock. Board wipes are the archetype's shared weakness generally, see best board wipes in Commander to know what's coming for the board.
Krenko himself is inexpensive, and most of the deck's real payoffs (Impact Tremors, Shared Animosity) are cheap commons and uncommons rather than chase rares. The one card worth splurging on if the budget allows is a reliable untap effect, since doubling Krenko's output in a single turn does more for the deck than almost any other single upgrade.
Build the full 99 in the Deck Lab, starting from Krenko and the cards above, or check an existing list with Rate My Deck. For finished, working examples, browse published decks filtered to Krenko.
It roughly doubles every time he taps and survives, since the ability counts every Goblin you control, himself included. One activation with just Krenko makes one token (two Goblins total); the next activation makes two; the one after that makes four. Two or three untouched turns is a wide board fast.
The plan is one sentence: tap Krenko, get tokens, attack. There's no combo to assemble and no complex sequencing, which makes it an easy first go-wide deck even though the ceiling (with anthems and damage payoffs) is genuinely high.
Removal on Krenko himself before he's activated even once, since the whole plan depends on him surviving to tap. The deck benefits more than most from a couple of cheap protection or recursion pieces to get a second chance at the activation.
TurnZero HQ logs every game, so you can see how often the Goblin swarm actually closes it out.
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