How to Mulligan Krenko, Mob Boss

Krenko, Mob Boss
Krenko, Mob Boss
Mulligan Guide
Public decks:4Median cost:~$223Archetype:TokensDifficulty:Easy

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Opening hand priorities

Explosive goblin token swarm leveraging extra damage on ETB/attack. The goal is not a pretty seven-card hand. It is a hand that develops mana, lines up colors, and actually points toward the deck first meaningful turns.

Ideal Early Script

  1. Turn 1: develop mana or the cheapest enabler for mono-red goblin token combo.
  2. Turn 2: add protection, card flow, or the support piece that makes Krenko matter.
  3. Turn 3+: commit the commander or bridge toward the first engine turn only when the board can use it.

Your opener should support

goblinstokenshastesacrifice

Hands to be suspicious of

  • - high-CMC spells
  • - non-goblin filler

Mulligan decisions with Krenko, Mob Boss start with role clarity: does your opener actually support a real Krenko, Mob Boss game plan around goblins and tokens? Explosive goblin token swarm leveraging extra damage on ETB/attack. Include Impact Tremors effects and haste enablers to snowball.

What a keepable hand looks like

Keep hands that can cast Krenko quickly and let him activate right away or safely. , , , , , and fast mana all make excellent keeps because they bridge directly into the first meaningful tap.

When to ship a hand

Ship hands that are all expensive goblins, all payoff enchantments, or all lands with no acceleration. If the hand cannot present Krenko with support by turn three or four, it is usually slower than the average table will let you be.

Your first three turns

You want your first turns to build either haste or a token floor. A great pattern is small goblin into mana or haste enabler into . Once he is active, every card in hand should either protect him, untap him, or turn tokens into immediate damage.

Ready to test real opener quality for Krenko, Mob Boss? Run your own list through the ManaTap mulligan simulator, compare play versus draw, and check how often your opener actually lines up with the plan above.

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FAQ

What is the London mulligan?
You put any number of cards from your hand on the bottom of your library, then draw back up to seven. In Commander, your first mulligan is free.
How many lands should I keep?
Most Commander decks want two to four lands in the opener. Low-curve decks can keep two; higher curves want three or four.
Should I mulligan a hand with no ramp?
It depends on your curve. If your deck needs early ramp to function, ship hands without it. If you have enough lands and cheap plays, you might keep.
Does play vs draw affect mulligan strategy?
Yes. On the draw you get an extra card, so you can sometimes keep slightly weaker hands.
How can I test my mulligan strategy?
Use the ManaTap mulligan simulator. Paste your decklist, set parameters, and run thousands of simulations to see keep rates.

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