I was browsing the website and saw Karsparious post their Izzet Krark Tribal deck (I don't know...IZZET KRARK TRIBAL?) and thought that might be a fun deck to recreate for myself. However, I definitely recommend checking their deck out and leaving an upvote if you like it, this is just a list semi-inspired by theirs.

Somebody at my LGS had a similarly chaotic deck, except featuring Vial Smasher the Fierce instead of Krark, the Thumbless, and I want to experience the chaos for myself. However, this deck list will care a bit less about storm (since storm is annoying to keep track of).

This works because Krark's triggered ability doesn't specifically target the spell on the stack. If the spell gets countered or otherwise removed from the stack (such as from a lost Krark flip), each of the Krarks afterward still trigger and can still create a copy of it (though any lost flips won't return it to hand because it's no longer on the stack). Assuming no counter magic, however, so long as you lose at least one flip the spell will be returned to your hand, while any won flips will still place a copy onto the stack; this allows you to effectively reuse spells for as long as the gods of chance allow. You'll find that you actually don't want to win every flip - if you win all flips you get that many copies of the spell plus the original, but then it resolves as normal and isn't returned for your hand to be recast. Hence a small graveyard subtheme, so even if the spell resolves as intended and goes to the graveyard it can be recast and potentially returned to your hand again with effects like Jumpstart and Flashback.

It is very important to note that the copies technically resolve one by one, so in situations with burn spells you won't know how many copies you'll have to work with before you start assigning damage. This is less relevant when there is no targeting or gamestate interaction (such as cantrips that draw cards, it doesn't usually matter the order in which you draw however many cards). Depending on the number of Krarks in play, you have a choice of either rolling each one individually and resolving each copy as they come or giving a blanket statement to shortcut the game; I usually say something like "each copy will target the opponent with the highest life at that point" so I can flip/roll all at once then for each win and do the damage at the end one by one. Krark's Thumb makes it so you kinda have to play through each trigger individually, but it gives you significant control over the triggers' results, so it's a tradeoff you'll have to consider for the sake of your pod.

WARNING: This deck is very very very chance and luck reliant. Any spells that produce mana or could untap lands can generate theoretically infinite mana, but you need to play through the loop until you generate enough mana for your needs because the Krarmy could also see all your attempts to cast and shut down all of them or give you all of them and prevent replaying. Play these spells at your own discretion, and make sure your pod is okay with potentially long and very inconsistent turns (similar to a Gitrog deck comboing off, but at least this deck is more mathematical so you can provide actual probabilities of failure). Also Storm-Kiln Artist, Runaway Steam-Kin, Urabrask  , and Birgi, God of Storytelling  make it extra silly since they pay back the mana spent on one-drop burn spells, allowing you to recast them so long as at least one of the Krarks bounces the spell to your hand. Veyran, Voice of Duality, Harmonic Prodigy, and Roaming Throne are other powerhouses in this deck because they effectively multiply the effective number of Krarks you control by saying that each Krark's cast trigger triggers an additional time for each one you control (and the former also pretty quickly becomes a menacing beater on the board with Expedite and Crash Through).

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

93% Casual

Competitive

Date added 3 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

35 - 0 Rares

16 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.79
Tokens Copy Clone, Treasure
Folders EDH, Commander
Votes
Ignored suggestions
Shared with
Views