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Krark, the Thumbless
USD foil $3.17

Krark, the Thumbless

{1}{R}

Legendary Creature — Goblin Wizard

Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy.

Partner (You can have two commanders if both have partner.)

"Double or nothing."

2 / 2

Partner
Set
The List (PLST #CMR-189)
Rarity
Rare
Mana value
2
Released
2021-11-29
Artist
Mathias Kollros
EDHREC rank
#3,527
Colour identity
{R}
Finishes
Foil
Served from
Local database

Commander bracket

1 +
Fits any bracket
No Game Changer, land denial, extra turns or two-card combos.

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.71
How much players resent seeing this card. The scale tops out around 3.1.
Can be your commanderPartner

Combos 1

Rograkh, Son of Rohgahh+Krark, the Thumbless+Skyfire Phoenix+Cloudstone Curio+Phyrexian Altar
{R}
Infinite creature ETBInfinite creature LTBInfinite creature sacrifice triggersInfinite death triggersInfinite storm count

Commander recommendations

Top synergy 50

Played far more in this commander's decks than elsewhere.

  1. Krark's Thumb 82 %+81.4 %
  2. Tavern Scoundrel 69 %+68.6 %
  3. Fiery Gambit 56 %+55.9 %
  4. Chance Encounter 53 %+52.6 %
  5. Mana Clash 46 %+44.7 %
  6. Planar Chaos 44 %+42.7 %
  7. Guttersnipe 56 %+41.9 %
  8. Game of Chaos 41 %+40.6 %
  9. Mogg Assassin 40 %+39.3 %
  10. Harmonic Prodigy 41 %+37.6 %
  11. Storm-Kiln Artist 52 %+36.1 %
  12. Boompile 32 %+31.5 %
  13. Double Vision 34 %+31.4 %
  14. Okaun, Eye of Chaos 31 %+31.3 %
  15. Twinning Staff 31 %+30.9 %
  16. Grapeshot 39 %+30.3 %
  17. Goblin Archaeologist 30 %+29.7 %
  18. Desperate Ritual 41 %+28.9 %
  19. Goblin Traprunner 30 %+28.7 %
  20. Desperate Gambit 27 %+27.2 %
  21. Pyretic Ritual 42 %+26.9 %
  22. Young Pyromancer 34 %+26.1 %
  23. Increasing Vengeance 28 %+25.3 %
  24. Mirror March 26 %+24.8 %
  25. Tide of War 25 %+24.7 %
  26. Reverberate 36 %+24.7 %
  27. Prisoner's Dilemma 26 %+23.9 %
  28. Lightning Bolt 59 %+23.2 %
  29. Seething Song 55 %+22.8 %
  30. Molten Birth 23 %+22.8 %
  31. Fighting Chance 23 %+22.7 %
  32. Karplusan Minotaur 23 %+22.7 %
  33. Electrostatic Field 28 %+22.6 %
  34. Puppet's Verdict 22 %+22.1 %
  35. Wheel of Misfortune 32 %+21.8 %
  36. Risky Move 21 %+21.0 %
  37. Goblin Kaboomist 21 %+20.9 %
  38. Strike It Rich 28 %+20.4 %
  39. Kessig Flamebreather 27 %+20.0 %
  40. Invoke Calamity 23 %+20.0 %
  41. Goblin Assassin 21 %+19.6 %
  42. Pyromancer's Goggles 25 %+19.5 %
  43. Gamble 41 %+19.1 %
  44. Goblin Bomb 19 %+19.0 %
  45. Wild Magic Surge 31 %+18.4 %
  46. Creepy Doll 18 %+18.1 %
  47. Flick a Coin 22 %+17.6 %
  48. Dualcaster Mage 26 %+17.5 %
  49. Wand of Wonder 19 %+17.4 %
  50. Fiery Inscription 23 %+17.3 %

Most included 50

Highest share of decks running them, distinctive or not.

  1. Mountain 97 %+2.6 %
  2. Krark's Thumb 82 %+81.4 %
  3. Sol Ring 75 %-9.6 %
  4. Tavern Scoundrel 69 %+68.6 %
  5. Chaos Warp 64 %+3.1 %
  6. Ruby Medallion 61 %+4.0 %
  7. Lightning Bolt 59 %+23.2 %
  8. Fiery Gambit 56 %+55.9 %
  9. Guttersnipe 56 %+41.9 %
  10. Seething Song 55 %+22.8 %
  11. Chance Encounter 53 %+52.6 %
  12. Storm-Kiln Artist 52 %+36.1 %
  13. Mana Geyser 48 %+16.8 %
  14. Blasphemous Act 48 %-5.7 %
  15. Arcane Signet 47 %-13.9 %
  16. Mana Clash 46 %+44.7 %
  17. Thrill of Possibility 45 %+12.1 %
  18. Planar Chaos 44 %+42.7 %
  19. Pyretic Ritual 42 %+26.9 %
  20. Game of Chaos 41 %+40.6 %
  21. Desperate Ritual 41 %+28.9 %
  22. Gamble 41 %+19.1 %
  23. Harmonic Prodigy 41 %+37.6 %
  24. Faithless Looting 40 %-0.2 %
  25. Mogg Assassin 40 %+39.3 %
  26. Grapeshot 39 %+30.3 %
  27. Abrade 39 %-3.6 %
  28. Jeska's Will 36 %+0.5 %
  29. Reverberate 36 %+24.7 %
  30. Big Score 36 %+4.2 %
  31. Return the Favor 36 %+13.8 %
  32. Young Pyromancer 34 %+26.1 %
  33. Double Vision 34 %+31.4 %
  34. Tibalt's Trickery 32 %+10.7 %
  35. Wheel of Misfortune 32 %+21.8 %
  36. Boompile 32 %+31.5 %
  37. Okaun, Eye of Chaos 31 %+31.3 %
  38. Twinning Staff 31 %+30.9 %
  39. Wild Magic Surge 31 %+18.4 %
  40. Runaway Steam-Kin 30 %+13.5 %
  41. Goblin Archaeologist 30 %+29.7 %
  42. Goblin Traprunner 30 %+28.7 %
  43. Vandalblast 29 %-11.7 %
  44. Unexpected Windfall 29 %+4.1 %
  45. Increasing Vengeance 28 %+25.3 %
  46. Electrostatic Field 28 %+22.6 %
  47. Strike It Rich 28 %+20.4 %
  48. Desperate Gambit 27 %+27.2 %
  49. Kessig Flamebreather 27 %+20.0 %
  50. Mirror March 26 %+24.8 %

Format legality

Duel Commander Restricted

Rulings

  • 2020-11-10

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

  • 2020-11-10

    Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

  • 2020-11-10

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

  • 2020-11-10

    If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.

  • 2020-11-10

    If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.

  • 2020-11-10

    If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.

  • 2020-11-10

    If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.

  • 2020-11-10

    If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).

  • 2020-11-10

    If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.

  • 2020-11-10

    If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.

  • 2020-11-10

    If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.

  • 2020-11-10

    If you win the flip, the copy will resolve before the original spell does.

  • 2020-11-10

    If you win the flip, the spell will be copied even if it doesn't require targets.

  • 2020-11-10

    If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

  • 2020-11-10

    Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.

  • 2020-11-10

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

  • 2020-11-10

    The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.

  • 2020-11-10

    To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

  • 2020-11-10

    You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

  • 2020-11-10

    You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

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