Krenko, Tin Street Kingpin
The whole engine hangs on a single word: attack. Where the tap-to-multiply Krenko, Mob Boss counts the tribe from safety and needs no commitment, this one has to swing a 1/2 body into combat before anything happens. That is the balancing act. The reward compounds fast because the counter goes on first: the opening swing lands Krenko at 2 power and makes two tokens, the next at 3 makes three, the third at 4 makes four, and each attack is strictly larger than the last as the body climbs. Not exponential (the per-attack output grows one step at a time), but the token pile accumulates on top of every prior swing, and by the third attack the board has already tipped. Folding the payoff into the attack step rather than a tap-and-untap loop changes what accelerates it: an untap effect does nothing, since untapping an attacker does not retrigger the trigger. What pays is an extra combat phase, which doubles the spill inside one turn before the opponent draws a card. The tradeoff is exposure: the mob boss sits back and grinds; this one has to survive a removal spell, a chump-and-block, or a burn spell aimed at a fragile body guarding a runaway reward. The goblin general recast as a dare rather than a safe value engine, and the more turns it lives, the harder the dare is to answer.








