Pimp my Krang

https://moxfield.com/decks/Y6LrwyrSwUCHP9cOGoiQWA

I've been playing a lot of Krang and tested a lot of cards. The deck is competitive but not S tier. Here's the current version with considerations under Considering.

The biggest issue is consistency. Sometimes you get nut draws, other times you get a hand of non-artifacts or 3 drops.

No Painter + Grindstone because it's unreliable and I don't like topdecking either card most of the time.

No Wash Away because it gets stuck in the hand a lot and can be a bad topdeck. Counterspells are for resolving your own spells.

No Fomori Vault or other colourless utility lands because most of the time I need blue mana. A colourless land has to be special for it to make the cut, not just ok.

No Transmute Artifact/Repurposing Bay + big stuff like Portal or Big Krang. It clogs up the hand and makes you more vulnerable to Opposition Agent and Wan Shi Tong. Whir of Invention is on my watchlist.

No Arcbound Ravager. The amount of times I cast him and he dies to Fury or something and I don't want to sac any artifacts. It's not that kind of deck.

Harbinger of the Seas is a glass cannon. If I start playing Force of Negation I might consider it but I'm afraid it will clog up my hand or I'll play v mono colour.

I don't believe in full cheerio builds because many of them are bad cards, plus Blast Zone effects.

I need Survivor's Med-Kit for sure but can't find it anywhere.

Cards I may cut next worst to best:
Liberator (3 mana, dies to 1 mana removal)
Whir of Invention (can clog up the hand, bad v Opposition Agent and Wan Shi Tong)
Ironheart (possibly too many of these types of creature already)
Sai (sometimes a bomb but sometimes does nothing)

Cards that cost more than 1 mana need strong justification.

Posted Sep 8, 2026, 11:42 AM UTC

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