Krark, the Thumbless
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.)
|Have (2)||PTsmitty ,|
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Krark, the Thumbless Discussion
6 days ago
I do agree that even with these archetypes there is always a mix of strategies, hence the fact that many aggro decks have one combo (like Godo-Helm), all decks play removal, and all play draw. I also do think there are mixed archetypes as well. My Inalla, Archmage Ritualist deck is a combo deck through and through, but it also plays a lot of counterspells and is more controlling that other combo decks like my Ezuri, Renegade Leader deck which is a straightforward engine combo elfball deck. I should say that I am also painfully familiar with the torments of Krark, the Thumbless from my friend's Veyran, Voice of Duality deck and he can indeed annoyingly shut everyone down by endlessly recurring counter-spells. My Mizzix of the Izmagnus deck can also counter just about everything once I have enough experience counters. Still, we aren't countering every single spell from everyone from turn one in the way you would be doing to your sole opponent in a sixty card game, so that's all I meant by that!
FormOverFunction I have seen games play out that way, especially when playing at an LGS with people who are unfamiliar with one another. It's a bit weird to single out one out of three strangers you've just met for an attack, so people sometimes leave each other alone until one person is dominant and the rest start to collaborate to stop them. In my own regular playgroup where we are familiar with one another, we tend to just start going at it early on. But we also have a good mix of archetypes in our meta, and those with aggro decks need to start swinging for their decks to work, so that helps!
6 days ago
p.s.s.(off topic sorry)
"3) Control- Control decks in sixty card magic are built on trying to shut down almost everything an opponent is trying to do via counterspells and removal until you can work towards a win con. This obviously is not possible in commander where you can not shut down three other players with just counterspells and removal alone"
you should check out some Krark, the Thumbless / Sakashima of a Thousand Faces decks
they actually do counter and remove everything while winning with cards like Electrostatic Field
1 week ago
You might consider Zada, Hedron Grinder. Alongside Krark, the Thumbless, Fiery Gambit, Chandra's Ignition, or even something like Chaos Warp (unconventional, but very profitable if facing a board wipe or if Mirror March or Goblin Traprunner have left you with a token-heavy board), it can really accelerate the amount of havoc you can spread. You'd likely find yourself adding in a couple of extra buffing spells if you did.
3 months ago
I love love playing against two kinds of decks:
1: Politics! I love politics decks- playing them, playing against them, they never fail to bring a smile to my face. The table collectively slaughtering the first player not to pass the Humble Defector is a very rare experience (and would probably get old if it wasn't) but in its scarcity is very amusing; making decisions that are undeniably bad but very interesting and chaotic is a great time.
2: Decks that I have or want to build: Krark, the Thumbless / Sakashima of a Thousand Faces infini-Krarks and spell tribal, Ludevic, Necro-Alchemist / Ikra Shidiqi, the Usurper clones, Prosper, Tome-Bound, I love looking at other people's takes on the decks I've built or want to build, it's just a great time, I'm always fascinated. I learn about new cards, can workshop things with the opponent, get a lot of cool insights on how to play my deck, and hopefully pass some on as well.
Also, just wanted to say, bummer we're all here talking about stuff we hate. Let's have fun and talk about fun stuff, we never do that!
6 months ago
Love it. I'm trying to make a similar deck with Krark, the Thumbless and Sakashima of a Thousand Faces. Definitely going to take some inspiration from this. You're running some sweet cards I've never seen before.
6 months ago
Reiterate is probably better than Double Vision 90% of the time, although I try and not go infinite if I can avoid it... For some reason it's so much more satisfying to burn someone for 80 than 1,000,000,000. It feels more earned. I do think I even have a foil Reiterate buried in a box somewhere.
Nostalgic Dreams is super cool as some redundancy to Past in Flames, and I think I like it more than Reiterate just because it isn't going infinite. Nostalgic Dreams will probably replace Double Vision once I buy one.
Rude Awakening could be really useful, I have had Early Harvest in the deck before but I mainly cut it because it doesn't untap non-basics, which Rude Awakening does. A previous iteration of the deck ran only basics and had a non-basic land hate subtheme ( Blood Moon,Magus of the Moon,Primal Order,Ruination,Burning Earth,Price of Progress...). This version of the deck wasn't very popular, as you can imagine. This led to the deck falling out of rotation and not being played for three years.
I definitely see how Delina, Wild Mage could be a lot of fun; getting me multiple copies of Wort and giving spells multiple instances of conspire. However, this seems pretty clunky since she needs to attack to do it, and the deck is not geared towards attacking. maybe if I had some haste enablers I'd try and work her in.
as for all of the mana rocks, I had intentionally avoided any manarocks in previous builds of the decks mainly because they aren't either: a mana dork who could conspire spells i.e. Zhur-Taa Druid, or a ramp spell that could be conspired i.e. Farseek. although I do recognize that those rocks that tap for two and come down on turn three are all much better at getting Wort into play on turn four...
One aspect of previous builds of the deck that I did like was that it had initially included zero artifacts and enchantments. I liked that my opponents couldn't use any artifact/enchantment removal against me, which meant they hopefully had some dead cards. One of the main reasons I just updated the deck at all was because Twinning Staff got printed, which is one of the main build arounds for this iteration of the deck. The whole reason Goblin Engineer and all of the artifact lands are in the deck is to go get Twinning Staff. and since Krark, the Thumbless and Goblin Anarchomancer are also goblins I might as well play Goblin Matron. although I've definitely considered removing the last three artifacts/enchantments (as well as goblin engineer) once again.
7 months ago
I'm sure you probably looked up every coin flip card already but here are a few I don't see in your list in case you missed them:
Karplusan Minotaur - Cumulative upkeep means on each of your upkeeps its one extra flip (so 1 flip on the 1st upkeep, 2 flips on the 2nd, etc) so this can get you a ton of coin flips pretty easily.
Mirror March - This can get out of hand really quickly, and there's basically no downside to losing flips
Yusri, Fortune's Flame - Designed to be a commander, but it's a solid card to include in the 99 as well
Goblin Traprunner - Tons of easy flips with no downsides
Squee's Revenge - Can be a huge card draw
Frenetic Efreet and Frenetic Sliver - A single card that lets you flip as many coins as you want (you can activate the ability as many times as you want before you let any of the activations resolve, and then even if he dies you still flip all the coins)
Puppet's Verdict - A sweeper that let's you control what to kill if you can manipulate the flip
As for other cards that I think could fit the strategy of the deck, I would focus on ways to multiply your other effects (extra upkeep steps, copying your permanents, doubling your abilities, etc). Here's some ideas:
Seize the Day Extra combat means you can attack twice, but more importantly the combat trigger abilities on your commanders trigger twice
Other random things:
7 months ago
I think I would more or less do the same with the commanders you have laid out so I don't have much to offer there. Instead here are some deck ideas I have planned/currently working on:
- Adamaro, First to Desire: Mono-Red group hug
- Rakdos, Lord of Riots | Hamza, Guardian of Arashin: Morph
- Sakashima of a Thousand Faces&Krark, the Thumbless: Focused on Brothers Yamazaki
- Barrin, Master Wizard: Modular-control deck (Arcbound Ravager)
- Firesong and Sunspeaker: Angel Spellslinging
- Daughter of Autumn: Damage Redirection Deck (Pariah/Vigor)
- General Jarkeld: Block everything! (Hundred-Handed One)
- Kentaro, the Smiling Cat: No plains in the deck, maybe cat tribal
- Baru, Fist of Krosa | Korlash, Heir to Blackblade: Utilize grandeur
- Korvold, Fae-Cursed King: Food token and Stuffy Doll with Gyome, Master Chef and Asmoranomardicadaistinaculdacar as the secret commanders.
- Kogla, the Titan Ape: King Kong theme (2005 Peter Jackson)
- Yidaro, Wandering Monster: Battle Cruiser (Unpredictable Cyclone/Sneak Attack)
- Any tribal deck because tribal is my favorite