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Krark, the Thumbless

Krark, the Thumbless

Legendary Creature — Goblin Wizard

Krark wants a deck that casts lots of instant and sorcery spells. It has partner, so it can share the lead with a second partner commander.

  • Mana cost1 genericred
  • Red ()
  • Power / toughness2 / 2
  • RarityRare

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.)

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Cards That Fit Krark, the Thumbless

Picked for what they do in Krark's deck. When two cards do the same job, the one with the lower comes first. All of them fit Krark's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Krark, the Thumbless

explain how Krark works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 10 Nov 2020

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

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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).

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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

Wizards of the Coast 10 Nov 2020

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

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

20 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Krark, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageAikido / RedirectionTurns an opponent's own spell, ability or damage back on them. It changes the spell's target, copies it, or sends the damage somewhere else. Aikido is the community's name for it, borrowed from the martial art. Deflecting Swat, Narset's ReversalOpen the Aikido / Redirection pageSpell CopyingCopies a spell or an ability. The copy is not cast, so it costs nothing extra and does not set off cards that care about casting a spell. Reverberate, Storm-Kiln ArtistOpen the Spell Copying pageChaosChaos decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.Open the Chaos pageCoin Flip / Die RollLeaves part of the outcome to chance: a coin flip, a die roll, or a choice made at random. A flip that can only hurt you, like the one on Mana Crypt, does not count, because no deck is built around it. Ancient Copper Dragon, Delina, Wild MageOpen the Coin Flip / Die Roll pageStack InteractionActs while a spell is waiting to take effect: countering it, changing what it targets, or copying it. When someone casts a spell it waits on the stack, and every player gets priority, a chance to respond, before it happens. Counterspell, NegateOpen the Stack Interaction pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger page