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#Krenko
incorrect-mtg · 3 months
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Murders at Karlov Manor + Tumblr textposts Part 2
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xantchaslegacy · 4 months
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Krenko Key Art by Joshua Raphael
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niuttuc · 3 months
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Any thoughts on goblins?
I do! I posted about them before when asked about Squee, but the gist of it is that I dislike the fact goblins are tied heavily to humor that's punching down on them, mocking them and calling them stupid.
Rather than reiterate what I said about it in that post, I'll turn to a recent example: Krenko in the recent (just finished) Murders at Karlov Manor storyline, and how it could be either interpreted or reworked into something that isn't that.
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To set the stage for the character, Krenko is a notable goblin on Ravnica. He's not affiliated with any guilds, but holds control over crime in one of the city-center's main arteries, Tin Street. He's influential enough that despite that position, he hasn't been arrested by any of the law enforcement guilds... Possibly because he has some secrets they don't want revealed. He also successfully stabbed the indestructible Gideon that one time. While not as influential as any guild leader or other major figure, he's still a relevant player in the ravnican underworld and someone that manage to survive in his position for years and through multiple invasions. (It helps that his first card is beloved by many players).
After this point, we move on to the current story, so I'll put it under a read more in case people don't want any spoilers yet.
In the Karlov Manor story, Krenko is presented as someone who thinks way too highly of himself, but is not very smart and worthless when alone. He's introduced using help to kidnap a character for seemingly arbitrary reasons at a convenient point in time (hey, the plot gotta move forward,) but then folds over, gets bullied around and is scared and useless for basically the rest of the story afterward. He's not stupid, per se, but very much looked down upon by the other characters and the narration itself.
An interpretation I prefer, that require very little tweaking to the story (in fact it may help explain Krenko's presence at the manor and later kidnapping Kylox) is that Krenko knew much more than he let on. He knew enough to guess what the killer's motive was. He knew about the mind control. Not through the investigation itself, but he's much closer to the ground and to the people, he heard about all the murders that went unnoticed well in advance.
With a much larger sample size, it doesn't take Alquist Proft to make connections, especially for someone who was around in the streets during the Invasion and probably heard about what Teysa and Zegana were doing. What Kylox was doing. And Krenko identified the common thread, the fact HE might be targeted. Not because he thought himself as important as a guildleader, but because people other than guildleaders were getting killed, and he knew that. Of course, he's not gonna share what he knows with random people, especially not for free. He's used to being underestimated and taking advantage of that.
Anyway, that doesn't have much to do with the original question, overall Krenko is treated much better than the average goblin by the text in this game, mostly because he's more prominent. But a thought I wanted to share, which is how these posts work.
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aurotoiras · 6 months
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my fellow magic the gathering players
I have discovered a weakness within my krenko deck and I would like to alleviate it
I would like assistance in making these two cards into the absolute jankiest boardwipe, I think I need something like dockside extortionist to really make it work plus an academy manufacturer but I Really Dont Want To Buy A Dockside Extortionist
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dailymtgflavortext · 1 year
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"After the people flee, but before the enemy arrives—that's grabbin' time." 
-Krenko, Tin Street Kingpin
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wyrmcat · 5 months
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wotc you are cowards for having booby secret lairs but not krenko with his tits out
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toweringclam · 3 months
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Krenko sure looks different now.
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granted he's never been particularly consistent
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But still
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I what singular element of his character design might've needed an update...
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It's right on the tip of my...nose.
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Ravnica D&D Campaign: The 1st mission (Part 1 of 2)
Yessir, I am in fact not dead! Yours truly has, indeed, begun working. I am officially a laborer, contributing to society! Wonderful, wonderful.
Back to the important stuff: my playgroup has continued playing DnD! I haven't made a post on it for a while, but you can check out the sessions 0 recap here and also just search for "#ravnica campaign" in my posts, if tumblr is willing to cooperate they should come up!
Soooo since this was my absolute first time DMing and my players' first time playing in a group, I decided to use an adapted version of the Krenko's Way adventure presented in the GGR. The biggest adaptation was the fact that my players are handed down a task by Director Nassius, who is their superior, rather than being contacted mysteriously by Canon Nassius.
What follows is a heavily summarized recounting of the events. This mission spanned 3.5 sessions, so I will be doing some condensing of what happened, because I'd like to catch up to our current status (session 11) and I can't make too many posts like this and still hope to get there soon. So, without further ado... our very own Krenko's Way~
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So... yes, I had the party officially meet in a tavern =p to be fair though, that was a designated meeting point and they all had their reasons for ending up there. I will remind you that they've all been assigned to a special team (1 of 10, this will eventually be relevant) to support the Guildpact's monitoring/assistance to other guilds. They are definitely a weird ensemble, though, and the differences emerge immediately.
Bingus, the artificer goblin and wannabe-izzet, climbs onto the table to better inspect Egyedül, the warforged, and some RP shenanigans ensue, including tossing a precious ring across the table and back. Honestly I just let them interact for a good 15 minutes here, they were having fun and I was glad that they were already exploring their characters! Anyways, they eventually retired for the night.
The next day, the team heads to the Chamber of the Guildpact to receive their first mission. Nassius wants to assign them to a routine patrol, but an emergency dispatch about Krenko's escape from capture causes a change of plans: the Party is to cooperate with the Azorius to locate Krenko and bring him to justice.
Unfortunately, the Azorius they need to coordinate with are lead by the same guy, hussar commander Migellic, that arrested Cornelius for making a fiery mess during one of his performances, so not off to a great start, but they do receive some instructions, some leads, and a magical signet they can activate to display the azorius symbol in the sky to call for help (which my players lovingly dubbed the Bat-signal).
The party decides to go down the Falish route, so they try to figure out where she lives in Tin Street and eventually find her home/lab (after scaring half to death a shattergang goblin that was following). Bingus cracks the lock on the door and bam! The whole party except Egyedül, who is immune, and Iris, who was standing guard in the alley, fall asleep.
Regrouping after the trap, they enter the lab and poke around a bit, basically nabbing anything noteworthy for themselves. They then discover the secret passage that leads to the sewers and manage to track Falish down, cutting through a few moldy zombies and lobbing several long-range attacks ar the fugitive to get to her. The party strikes a deal with Falish, basically ensuring nothing bad will happen to her if she just gives them intel on Krenko. After returning to the lab and giving back everything they'd stolen (some, meaning Bingus and Iris, more reluctantly than others), the party + Falish get ready for the next day, when the weapons dropoff is scheduled.
This was another chance for the party to interact a bit amongst themselves and also with a single NPC, Falish, so I let them take advantage of that and made a few notes on their approaches and interests. Iris actually left the lab to send her parenrs a letter telling them she wouldn't be back for the night, followed by Vomyr who wanted to make sure nothing dangerous happened. Cornelius did no such thing (keep this in mind for the next post).
Finally, the gang goes to sleep, and the following morning Egyedül, who doesn't need to sleep, informs them that there were some loud noises during the night. The party does a quick scout outside and finds out that the streets are teeming with boros and soldier patrols due to some shattergang explosive attacks during the night... which complicates things somewhat.
How did the party manage to un-fuck the situation? Stay tuned for the next post!
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demstationery · 1 year
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Magic the gathering has a small problem with the consistency of how it’s characters are drawn but it mostly isn’t too bad. Except for two of my FAVOURITE CHARACTERS from ravnica that were completely different in war of the spark. That is specifically Krenko and Fblthp
These are their first cards
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Fblthp is a poor little homunculus lost in a big city, he’s cute and simple with most of his head barely reaching above his shoulders. He is squat and short and hates crowds and really looks like a homunculus. But in his war of the spark card he looks like this. . .
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Kinda skinny, has a neck, eye is more bulging but still smaller looking on his head. He looks more human but that only slips into the uncanny valley. He looks wierd and I don’t like it. It looks like the artist heard a description of Fblthp but was not once shown what he looked like.
But now let’s look at krenko, he is pointy and sharp and mean. He as clever as he looks cruel, with a face slicked back above his eyes to leave room for his crown. He has a big outward nose and a thin hunched frame and seems very ready to get his hands dirty. But his war of the spark card looks like this. . .
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He is larger, with a wider frame and with a pronounced brow line. His eyes are small and his nose is now hooked and has a pronounced bridge. I don’t hate it as much as the Fblthp but this is not the same goblin. They would never have this drastic redesign with any of their human characters and it really annoys me. But what annoys me more is that I love both of these cards mechanically but will never use them because of this :(
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chaoticallytiny · 2 years
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MTG Lore??? Krenko, Mob Boss Lore?????
So. Backstory.
As a new(-ish) MtG EDH/Commander player, I’m starting to get more into it. I was introduced to it by some mutual friends, including my boyfriend. We’re also all part of the same RPG group from college. 
What I’ve learned pretty quickly is that I favor DnD/RPG settings because I love worldbuilding and lore. Now, I have the opportunity to blend the two for an upcoming DnD campaign. We’re on the last arc (supposedly) of our current cyberpunk RPG campaign but are apparently going to head towards a more traditional DnD setting for the next one.
This leads me to my current conundrum. For my own fun, I have wanted my characters to be adopted by whatever mafia/mafia-esque organizations exist in the campaign for at least a while. I am also building a Krenko commander deck. (Can you see where this is going?) 
I have already talked to the DM and he’s all on board for a character that is the adopted daughter/child of Krenko, goblin Mob Boss for the upcoming campaign. The DM doesn’t know MtG, but I’ve given him the lore that I could scrounge up from one tiktok from two years ago and the flavor text of some of the appropriate cards. 
Does anybody know where there might be more lore to be found? I want this to be a healthy union of Magic and DnD. As I dig through the vastness of cyberspace, I’m not turning up much that I can count on as canon MtG or DnD lore for goblins/Krenko. I am going to receive my copy of the DnD Player’s Handbook tomorrow, as a start.
Any/all help would be appreciated.
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incorrect-mtg · 5 months
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Teysa: Where did you get this invitation to my party?
Krenko: It's mine.
Teysa: Uh huh, and how did it become yours?
Krenko: I got it legitimately.
Teysa: And who did you get it from.
Krenko: I was invited. It's my invite.
Teysa:
Teysa: I'm a pedant Krenko. I can do this all day.
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milkchuggs · 2 months
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Me: I play Krenko
My best friend of eleven years: I swear to god if you turn that fucker sideways this friendship is over
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kreativemtg · 1 year
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We are live on @whatnot at 1030am est! Come check out our painted alters and also Marvel themed mystery bling bags for the holidays! As always I am open for trades and commissions! Get $10 off your first buys when you sign up https://www.whatnot.com/invite/affordablealters #whatnot #whatnotapplication #magicthegatheringalter #magicthegatheringaltered #mtgcommunity #mtgalters #mtgcollection #mtgpimp #mtgtrades #tradingcards #wizardsofthecoast #etsy #cardalter #tcgplayer #tcgreview #mcu #marvel #saitama #elfo #krenko #jackskellington #thor #mjolnir #invaderzim https://www.instagram.com/p/CmRiXoLrwrN/?igshid=NGJjMDIxMWI=
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mtg-cards-hourly · 2 months
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Krenko's Command
Goblins are eager to follow orders, especially when those orders involve stealing, hurting, annoying, eating, destroying, or swearing.
Artist: Karl Kopinski TCG Player Link Scryfall Link EDHREC Link
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askkrenko · 1 year
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Krenko’s Guide to Creature Types: Ooze
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Art by Simon Dominic
What is an Ooze (flavorfully)?
Oozes are semi-fluid, animate blobs made of countless single-celled organisms fused together to work as one. Oozes have no distinct body parts on anything larger than the cellular level, an amalgamation of amoeba-like creatures acting in unison, like a group of robot lions combined into a single, larger robot.
Oozes are free to grow to any size, can split apart, and exist solely to find food.
Though real-world oozes are rarely larger than a square inch or so, many in Magic’s multiverse are large enough to easily devour a human whole. Though oozes appear on most planes, they’re thankfully quite rare everywhere outside of a Simic lab.
What is an Ooze (mechanically)?
Oozes are primarily green creatures and tend to have mechanics based on growth, multiplication, or both. Though this is usually in the form of +1/+1 counters or making Ooze tokens, it’s far more likely to get weird than a Hydra is, such as having power based on the number of something you control or in your graveyard or somehow absorbing other creatures.  Starting size for an ooze varies wildly, but even the small ones tend to have a lot of potential for growth.
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Can I make an Ooze deck?
Ooze Tribal is absolutely possible. It’s not the fastest midrange option, but there are enough strong Oozes that can be hard to deal with and ways to flood the board that Ooze tribal’s got some answers for most problems. The biggest issue is going to be dealing with aggressive fliers while you build up, so you may want to devote a bit of extra removal for that. Fortunately, Green gets access to both fight and flying hate. For 60 card, mono-Green should work fine.  If you’re a very casual playgroup, try finding a playset of S.N.O.T for the one-drop creature this deck could really use.
For Commander, you’re going to need to expand into other colors to get enough Oozes. Black and Blue are both options, neither really having quite enough Oozes to be happy with but both providing a lot of options in their other spells. I’ll always lean Black in tribal decks for Patriarch’s Bidding and Haunting Voyage as board wipe protection that a lot of tribes really need. Despite the existence of Red oozes, they’re just not good options. Two of them have cumulative upkeep costs and one is basically useless. Bloodhall Ooze can be amazing, but not worth running the color for.
The Mimeoplasm makes for a reasonable commander, providing all three colors, but its abilities don’t really leverage an Ooze tribal strategy. Aeve, Progenitor Ooze, absolutely leans Ooze tribal, but comes with the drawback of locking you into mono-green.
Umori makes for an interesting commander option as a Green/Black option. Ignoring the companion ability, it’s still a 4/5 for 4 that makes your creatures cost 1 less. You don’t need to limit your deckbuilding if it’s your commander.
Sluurk, All-Ingesting, is not inherently the strongest, but its ability is clearly built for +1/+1 counters that Oozes often have and that keyword of “Partner” opens up many, many options. Most notably, Reyhan, Last of the Abzan works very well with many Oozes. Unfortunately, the only Blue-Black partner is basically useless for our purposes.
If you don’t feel the need for your commander to be an Ooze, Muldrotha is in the right colors and is honestly just a complete monster. Cazur and Ukkima can work quite well, too, as Cazur’s ability to put +1/+1 counters on your creatures naturally combines with the primary Ooze plan. You could also pair Reyhan with any Blue partner to get all three colors.
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Is Ooze a good creature type?
Ooze is a great creature type. Ooze stands alongside Hydra as a clear example of Green’s idea of unmitigated growth but does it in a very different way. While Hydras often have X in the cost and can come in at any size based on the mana spent on them, Oozes tend to start small and grow over time. Some of them get big, some of them multiply, but it usually succeeds at that sense of the slow consumption of everything around them.  Oozes have a bit of tribal support, but it’s all weird and unique tribal support. Even the traditional “Lord” for Oozes, Biowaste Blob, reproduces to give increasingly larger boosts. 
It’s no secret that Ooze is one of Mark Rosewater’s favorite creature types, and the careful love we see for Ooze and the unique Ooze designs aren’t a coincidence. Ooze is a well designed type with a lot of great stuff going for it, and even if it’s not going to become the big sensation in any set it’s still going strong.
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