Creature — Drake
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.
Printings View all
|Commander 2020 (C20)||Uncommon|
|Commander 2019 (C19)||Uncommon|
|Guilds of Ravnica (GRN)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Crackling Drake occurrence in decks from the last year
Crackling Drake Discussion
4 days ago
406.3 Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards "exiled face down" can't be examined by any player except when instructions allow it. However, once a player is allowed to look at a card exiled face down, that player may continue to look at that card as long as it remains exiled, even if the instruction allowing the player to do so no longer applies. A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 707.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).
4 days ago
2 months ago
Hey. That is cool that you are new to magic and have friends to play with. I have some suggestions for your deck.
I want you to notice that on Crackling Drake and Pteramander that some of the power in these cards come from the amount of instants or sorceries in your graveyard. I would say that you aren't getting the most out of these cards because you aren't running enough non-creature spells and therefore I would replace them. Fortunately, there are plenty of affordable dragons that I think you should consider. One in particular is Glorybringer.
I actually have a Blue/Red Dragon deck that maybe you could get some ideas from Budget Midrange Izzet Dragons.
2 months ago
Hey, my advice is choose one of Passage/Grounds/Lighthouse and cut the other two because lots of only colorless land sources can be problematic with Kalamax. Wolf Run/Settlement/Encampment are colorless sources and have much better interaction with Kalamax then other colorless lands.
In my opinion Passage is better than Grounds and Lighthouse, but I'm partial to attacking with Kalamax which Passage helps with. In my version I cut Passage for Reliquary Tower because I have lots more spells that can draw a lot of cards with Kalamax and I would rather keep those cards in hand than discard them. A reason to cut Passage is because you already have Wolf Run and it's an overall better land for repeatable evasion for Kalamax.
I presume you're playing Grounds because you're consistently against opponent graveyard strategies? If not then it could be cut since you don't have other Deserts and other than Encampment it's not worth including other Deserts. Lighthouse also doesn't seem worth it as a repeatable draw source since you can get better draw from many other sources.
Some changes to consider with cards in the maybeboard:
- Survivors' Encampment > Rugged Highlands or Forest
- Holdout Settlement > Swiftwater Cliffs or Forest
- Turnabout > Ravenous Gigantotherium
- Sprout Swarm > Djinn Illuminatus
There's a lot of high CMC creatures here; Gigantotherim and Illuminatus are not as good as the others.
- Wavebreak Hippocamp > Crackling Drake
Drake has a difficult colored mana cost to cast having so many Forests.
- Double Vision > Clash of Titans
I haven't played with Vision yet, but with your version of Kalamax not sure you need it since you already have Twinning, Intelligence and Melek.
- Return of the Wildspeaker > Might of Oaks
2 months ago
I just don't want to give it more tempo. I don't like modern to be a deck full of fast aggro-decks and the control-route is more fun to play (for me). Snapcaster Mage is a great card of course but (beside the budget) Mission Briefing triggers Thing in the Ice Flip, feeds Crackling Drake and Surveil is nice, too.
2 months ago
My suggestion is to make the deck a bit more efficient by exchanging Sprite Dragon or Delver of Secrets Flip for Crackling Drake and then switching the cryptic, logic knot, and essence scatter for Remand. These changes do change it more from midrange into tempo though.
3 months ago
The single most important thing to remember: All decks should be at a similar power level. If a few decks consistently win more than the others, that is going to make people less inclined to enjoy the game.
One thing to remember--with ultra budget decks, mono-colored decks have a huge advantage. By virtue of being mono colored, they do not need to run lands that enter tapped and they never have issues with being able to cast cards. To offset that problem, I would recommend you be sure to include some nonbasic lands that enter tapped.
Overall, I think you should build 15 decks--that way you hit all the 2 color pairs and all the mono-colored decks. That will help with deck diversity and ensure everyone can find a deck they want to play.
It sounds like you mostly want to build from your collection, rather than buy cards (which is what others here are suggesting). That makes sense, and, if doing so, it likewise makes sense to use 40-card draft- style decks. You might need to still buy some relatively cheep cards (nonbasic lands mostly) to ensure the decks are all at similar power levels.
You are going to want:
- 16-17 lands - containing a 4-6 nonbasic lands that enter tapped. Decks with a lower curve are going to want fewer lands.
- 4-6 pieces of "removal" - I'd include counterspells on the removal list. Control lists might have more spells.
- The rest creatures, with a relatively low curve.
For the decks, I think the following should not be too hard to build given what you already have in your collection:
For mono-colored decks:
- Mono-blue Counterspells - fill the deck with blue draw cards, counterspells, and flash creatures (there's some solid flash flying piexies in recent sets).
- Mono-Red Burn - Low-cost creatures and medium cost burn spells that can either go directly to the face. Mono-red burn has been a competitive deck for an age--it might be tempting to use low cost burn spells and low-cost hasty creatures, but I would avoid that or this deck might be too powerful.
- Mono-white lifegain, focused on cards that cause you to gain life when creatures enter and low-cost lifelink cards. Ajani's Pridemate being a huge star.
- Mono-green ramp, using cards like Llanowar Elves to pump out big creatures.
- Mono-black control - focus on killing others' creatures through removal and deathtouch until you can drop large, fun demons.
For two-color decks:
- Blue-White fliers - some control elements, but mostly efficient creatures that fly.
- Blue-Red contorl-burn - Focused on Izzet cards from Ravnica, cast counterspells and burn-based removal until you can cast Crackling Drake or other similar cards for the victory.
- Blue-Green - Draw and add +1/+1 counters deck.
- Blue-Black - Survail deck. Survail was a fun mechanic with some interesting cards like Disinformation Campaign and Dimir Spybug. It's not really upgradable due to lack of support outside of a single set, but it should be fine at this level of play.
- Red-Green - Some ramp into large Red-Green creatures. Ravnica will have lots of these.
- Red-Black - Discard-based control, with some Spectacle thrown in for fun.
- Red-White - Soldier tokens.
- Green-Black - Graveyard shenanigans, bringing cards back to your hand/battlefield.
- Green-White - I'd focus on convoke, dropping some small creatures to play big ones.
- White-Black - Aristocrats; sacrificing creatures for additional value.