My attempt at Krenko EDH. Still working out the kinks and testing to build the most effective brew. I've leaned toward combo rather than aggro since playing a bunch of subpar 1-2 mana goblins with the all-in approach seems risky and ultimately inconsistent in my competitive meta. I've included a healthy removal suite that could be increasing in size depending on how the deck does in its current state. The goal is to cast krenko before turn 4, ideally on turn two with a creature buff in hand or on turn 3 following a turn 2 haste enabler. Ramp like chrome mox, simian spirit guide, sol ring, mana vault, ancient tomb, and crystal vein assist with the early krenko, while mass hysteria, goblin chieftain, goblin warchief, ogre battledriver, and ashling's prerogative give our goblins haste. Winning is achieved by attacking after multiple krenko activations (umbral, thousand year, bracers) with buffed goblins (king, chieftain, lookout, wardriver, animosity, monument, coat of arms, or battledriver), or dealing direct damage (bombardment, siege-gang, war-strike, FtF, comet storm). The deck can generate infinite goblins, infinite mana, and deal infinite damage. It is very prone to blow outs by board wipes, which is why I've included spawning pit as an exigency plan for redeveloping my field. The sideboard consists of cards that I plan on testing once I've established what is and isn't working.