#Powerlevel & Krenko

25 messages · Page 1 of 1 (latest)

reef acorn
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I want help from the TCC Community, to describe and determine the powerlevel of my Krenko deck:

My goal is 6-7. I have had many conflicting oppinions on the PL of the deck. I have since taken out kiki jiki combos, and other infinites. The decks main goal is to just make A BUNCH of goblins.

I would love any feedback and suggestions to help me land in PL6-7! Thanks!

https://deckstats.net/decks/233645/3142515-krenko-and-the-boyz-

reef acorn
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Anyone have insight if I am on the right track/missing the mark with this as a 6-7?

honest crypt
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I really struggle to assign numbers to decks because the interpretation of numbers is both incredibly subjective and wildly inconsistent (it sounds like you have first hand experience with this inconsistency here). Instead, I'll try to answer a related question: "Is my deck stronger than precons, but definintely not strong enough for cEDH?" And that answer is a very easy yes, but let's see if we can conjure some specific ideas about why it's an easy yes.

The deck is obviously fast. There's a low curve, some powerful cost reduction, and tons of haste enablers. If left unchecked, I'd guess the deck could start knocking opponents out of the game within 6 turns with a decent amount of reliability.

The deck is definitely lacking in card draw. There's very few ways to generate card advantage (there's some card selection, but not much in terms of genuine advantage) so the deck will likely struggle to stay relevant in the late game or to rebuild after a board wipe.

The deck will hit hard. The inherently exponential scaling of Krenko and the natural aggression that goblin tribal typically allows means the deck will likely be able to close out games if given the space to do so.

Going back to the framework of power levels, this probably means that the deck is significantly stronger in the early-mid game than mid-late. You could average this and say the deck is a 7 or maybe you say it's a "fragile 8" meaning it starts as this powerful thing but will break apart easily if tampered with.

reef acorn
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Thank you for that insight. Yes the deck has gone through versions with much more draw (wheels mostly) and with combo win-con. I am trying to find a middle ground where I get to make a deck that plays nice at 6-7, while doing at the heart what I want to do--Make 20-50 goblins in a game.

My current considered cuts are any & all power/toughness buffs, but I don't know what to change them for?

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The other harsh part about those cuts is some of them serve a higher purpose: I.e. Trashmaster = removal and Warchief = Haste

honest crypt
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Is this a case of you trying to intentionally power down the list because you really like playing it, but it's too strong for the group you're playing in? I'm a little lost on your motivation here because I'm not sure if removing the lords is actually your best solution.

reef acorn
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I want to make sure it fits a 6-7 in the case that I want to play it in a pod online, or bring to an LGS.

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I like playing the deck. I am asking if it is a 6-7, and if not how do I reduce the power

hushed gyro
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Keep in mind also that a 7 to you might be a 6 to me and my 7 might be a 8-9 to you. No one ever wants to rate their decks lower than they really might be to others. Say for instance I sit down with my Soul of windgrace lands deck that doesn’t run any fast mana or sol ring. I can still consistently cast him on turn 3 and dump ALL lands from my deck by turn 5 and then someone takes 42 to the dome with a cultivator colossus. To me it’s a very high “7” but to others it’s a 9 due to how fast it can move even with out a sol ring or 0 cost rocks

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But it isnt a 9 as it doesn’t consistently win by turn 5

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I can possibly eliminate a player on turn 5 if not answered but not the entire table

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Also sitting down at optimized tables will help let you know where your deck struggles…and I don’t mean oh it needs faster mana, fast mana is good, but not needed to be slap with good synergy

reef acorn
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If I roll up to a TCC spelltable, is this a 6-7?

hushed gyro
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In my eyes it’s a high 5 to low 6. It’s kinda a house of cards tbh one wipe will make you pretty sad turn 5/6

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Kiki / snoop combo doesn’t make this deck an 8 or 9 and I believe you shouldn’t have removed Kiki

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For a goblins deck you are missing key pieces that would be the glue to make the deck cohesive. Things like Kiki, brash taunter, and even dockside to a degree. Having combos doesn’t make the deck higher than a 7. It’s when you can consistently get them turn 3-4 and consistently win when it’s higher, this deck doesn’t do that and adding what I mentioned would t do that either

reef acorn
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I'll push back a little and say that with this shell. I can consistently get the combo. Goblin matron tutors into goblin recruiter with muxus on top. This ends up winning the game at six mana (~turn 5-6)

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that's why they came out

hushed gyro
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That is a 7 in my opinion

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My games last an average 8-10 turns in my play groups

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I play a rakdos goblins list and my deck can do that. However you’re forgetting one thing, you choose to go get those pieces. You don’t have to

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You save those for when games go to long or some troll wants to do something stupid

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Your deck can have those options but you don’t have to turn to the same thing every game. Personal choice comes into play. I build my decks to be robust and not necessarily laser focused to do one thing only. I factor in many options to use when the situation calls for it

hushed gyro
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Purphoros or impact tremors are some things you might want to consider also