Crackling Drake

Crackling Drake

Creature — Drake

Flying

Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

When Crackling Drake enters the battlefield, draw a card.

Latest Decks as Commander

Crackling Drake Discussion

Omniscience_is_life on Red Board Wipes

1 month ago

Should anyone wonder the exact text of the cards in question:

Storm's Wrath

Hour of Devastation

Mizzium Mortars

Anger of the Gods

Now I don't have any experience in this format, but MTGGoldfish.com tells me that Crackling Drake and Winota, Joiner of Forces are creatures to fear--both have 4 toughness, so it would seem that Anger is out.

I tend to lean towards less mana-intensive effects whenever possible in competitive formats, so my choice out of the lain options is Storm's Wrath.

dgalarza on Izzet Spellslinger: Theoretical Board Presence

2 months ago

Thanks for taking time to check me out, zapyourtumor!

I haven't kept up with the newest sets. Thanks for turning me on to Consider. I'm going to try it out in Radical Idea's spot. That 2 mana is pretty restrictive in the mid game I find.

I've wonder about Jori En, Ruin Diver for the longest as well. I honestly run Jace, Vryn's Prodigy  Flip primarily for the creature half. I'll run Jori En in Jace's spot, but I worry that the mana curve is bloated at 3 with him and Irencrag Pyromancer.

I see Expressive Iteration as a win more card for me in this build. I could be completely wrong. I'll test it out last and once everything else seems solidified. Probably in Improbable Alliance's spot.

I've ran this iteration with Treasure Cruise and Dig Through Time before. The nonbo with Cryptic Serpent always felt bad. I recently added Serpent. Despite its unassuming nature, it definitely has helped me stabilize some matches. I think I'll try to squeeze in 1 Dig because that value is way too good to write off.

I do love me some Magma Spray. Scorching Dragonfire is there because of local meta reasons. Death Baron is a menace!

Crackling Drake was always so hard to cast. The mana and color requirements were always so hard on me. Especially when I found myself having to shock or ping myself for the mana way more than I'd like. 4 mana by turn 6 always seems harder than it should, and I feel anxious when I don't have mana open for a Lightning Strike or Negate.

Thanks for the feedback!

zapyourtumor on Izzet Spellslinger: Theoretical Board Presence

2 months ago

Oh yeah and I'd run Crackling Drake over Enigma Drake if you run the delve spells. A little higher curve but it cantrips and also works better with delve.

multimedia on Spellweaver: The Deck

2 months ago

Hey, you're welcome, thanks for all the upvotes at my decks. Well done with changes so far, but you still didn't add Tower, haha. Good job trimming the creatures and nice Guardianship :)

If you're playing casually, not trying to win the game quickly then in my opinion more lands is better than less lands. Missing a land drop when you're expecting the game to go long is not something you want to have to worry about. Ramp sources are the sorcery speed cards you want to cast more than others since they help you to have mana to cast instants on your opponents turns. Sorcery speed ramp sources with Spellslinger are more important than using that same mana to cast a creature. When instant ramp is available it can replace a creature since then you're ramping at instant speed instead of sorcery speed.

Solemn Simulacrum is a fine card for most decks, but Unexpected Windfall is better ramp/draw with Spellslinger simply because it's an instant that also draws cards right away. Pteramander isn't doing anything until much later in the game, if ever. It would be better if Pteramander was another two drop mana rock such as Fellwar Stone. There's lots of four drops here and Crackling Drake is the least good of them simply because it's just a flying beater who you don't really need. Replacing Crackling with another instant that gives you some card selection and a card such as Impulse would do more.

You've added Young Pyromancer which is good especially for blockers because the tokens are created by you casting instants not creatures. Saheeli, Sublime Artificer is another blocker creator and the tokens she creates are artifacts which has excellent interaction with Galazeth Prismari.


Interacting with opponents by casting a spell or spells during their turns is what Spellslinger is all about. Instant draw are the cards that keep you engaged on each players turn with cards in hand to potentially interact at instant speed with an opponent. If you think a creature is filler such as Academy Drake and Skyclave Sentinel, instead of playing them play more instant draw spells such as Brainstorm and Thrill of Possibility.

Burn spells such as Flame Spill that have only one target, a creature, are much less impactful in Commander because you have multiple opponents who are going to have many different kinds of permanents, not just creatures. Versatility is important to have with instants if you're strategy is to interact with your opponent on their turns. Chaos Warp is an example of an instant speed removal spell that is an upgrade for Flame Spill because Warp removes (tucks) any permanent you target. Into the Roil is another example of a versatile removal spell.

In my last comment I mentioned to streamline the creatures and you can do the same thing with instants. Flame Spill is an example of an instant that's not needed because you have other burn spells that are better such as Lightning Bolt and Lightning Strike because they can target any target not just a creature. Draw spells don't really need to be streamlined since they draw cards which theoretically helps you to draw into more impactful cards, they trigger Niv and chaining draw spells also gives you a big advantage with magecraft.


I haven't played Veyran, Voice of Duality as Commander yet, only as a card in the 99, but Spellslinger would be much different with her as Commander. Sorceries are just as important as instants with Veyran because you want to pump her on your turn to attack. Lethal Commander damage is possible and should be a strategy for winning with Veyran, but you can only get to enough power with Veyran to do lethal Commander damage by casting instants and sorceries on your turn, not on opponent turns. One drops spells that draw a card while giving Veyran evasion such as Shadow Rift, Leap, Crash Through, Slip Through Space and Expedite are good for Spellslinger with Veyran as Commander, but these same cards are not needed with Spellslinger when Niv is Commander.

You technically need less lands and ramp with Veyran as Commander than Niv because she's less mana to cast and low CMC instants/sorceries are priority cards to play to pump her. With Veyran you would also want less creatures and unlike Niv she's only a three drop who can be cast much earlier in the game. Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Dualcaster Mage, Young Pyromancer are the kind of creatures you want with Veyran as Commander. Once you get her on the battlefield you want to spend your mana on spells that interact with her or protect her. Since she can be cast early then it doesn't leave many turns to worry about casting other creatures.

Icbrgr on Mustangs Fury

4 months ago

Enigma Drake, Sprite Dragon, Crackling Drake are some good bodies to consider for a build like this... Izzet Charm, Faithless Looting and Cathartic Reunion can also be nice "draw" power

wallisface on Less clutter?

8 months ago

The revamp is better but not by any notable margin - both decks have too much inconsistency to pick up on the differences from game-to-game.

I think you need to work towards getting playsets of your cards. The following list below just uses more copies of what you’re already running, and will play significantly stronger than what you’ve got now:

multimedia on Kalamax Kopy

9 months ago

Hey, you've started to upgrade the precon, but haven't done much yet. Nice upgrades of Narset's Reversal, Ral Storm Conduit, Shark Typhoon and Cyclonic Rift. Your deck doesn't have a Commander yet since Kalamax is in the main deck 99. To fix this, in the editor add the CMDR tag at the end of the Kalamax, the Stormshire text.

Kalamax, the Stormshire *CMDR*

What's your budget for upgrading the manabase? I ask because you essentially have the from the box manabase of the precon minus a few Forests. $20 would give you a decent upgrade; $40 a much better upgrade. Adding more dual lands that will ETB untapped will speed up gameplay.

Some areas to consider further upgrading on a budget:

Some cards to consider cutting:

The biggest change these cuts would make is reducing the mana curve. Cutting many higher mana cost cards for lower mana cost ones will help gameplay. More instants and less creatures will give you more with Kalamax.

If interested I offer more advice. Good luck with your deck.

multimedia on Thunderbutt

9 months ago

Hey, good job upgrading the precon on a budget.

All players at some point have problems with mana screw; it's just part of the randomness of the game when playing more than one color. Ways to reduce the possibility of getting screwed with lands on a budget are slim because you're relying on basic lands, but there's some hope from nonland cards. The three Guild Signets: Izzet Signet , Simic Signet and Gruul Signet are more 2 drop mana rocks that are ramp you can tap any land to make two different colors of mana. Roiling Regrowth is less good Harrow ; more mana fixing with basic lands.

Of course upgrading the manabase with more dual lands: Bond lands, Shock lands, Filter lands, Pathways and less basic lands would help with color fixing. These lands can be expensive and there aren't a lot of good budget options: Shivan Reef , Ash Barrens , Evolving Wilds , Terramorphic Expanse .

Kalamax is nice with more lower mana cost instants that draw or filter: Brainstorm , Impulse , Manamorphose . Solve the Equation is a new card from Strixhaven; it's a tutor for any instant or sorcery. Return of the Wildspeaker is a powerful draw effect with Kalamax because it's going to have high power.

Storm-Kiln Artist is another new card from Strixhaven and it's a repeatable source of treasures which can be saced to make any color of mana. Artist has magecraft which is a busted mechanic with Kalamax because it triggers when you copy a spell. With Artist in your control + tapped Kalamax you create two treasures just by casting the first instant on a turn. If you combo with tapped Kalamax + a Fork this creates infinite treasures which is infinite mana. Prismari Command is an instant that can create a treasure token, two with tapped Kalamax as well as do other effects.


Some cards to consider cutting:

If interested I offer more advice. Would you like more advice? Good luck with your deck.

Load more