
Krark, the Thumbless
The Commander
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.)
Guide
Gameplan
Krark turns every instant and sorcery into a coin-flip lottery: lose and you get the spell back to recast, win and you copy it. You build a low-curve spellslinger deck loaded with cantrips and copy/flip payoffs, then chain spells that net card advantage or burn until a flip-doubling engine snowballs into lethal. Most lists pair Krark with Sakashima of a Thousand Faces to copy Krark himself and stack flip triggers.
Strengths
- Effectively free spell recursion—losing the flip just hands the spell back
- Huge value upside copying card draw, burn, and removal
- Cheap (MV2) and partner-enabled for strong two-commander synergy
- Krumar/coin-flip payoffs and rerolls make the variance lopsidedly in your favor
- Excellent in a tight mono-red spellslinger shell
Weaknesses
- Inherently variance-dependent without flip-fixing cards
- Mono-red lacks counterspells and clean enchantment/artifact answers
- Krark gets removed easily and triggers stop
- Can be a non-bo with X spells or spells you don't want bounced
- Vulnerable to graveyard/hand disruption and fast combo decks
Key Cards
- Sakashima of a Thousand Faces — The premier partner: copies Krark so each spell flips twice, multiplying copies and recursion.
- Krark's Other Thumb — Lets you flip an extra coin and ignore one, turning Krark's flips into near-guaranteed wins.
- Frenetic Sliver — Gives you a flip to potentially save and copy permanents, deepening the coin-flip engine.
- Birgi, God of Storytelling — Generates red mana on each cast to fuel long Krark spell chains and storm-style turns.
- Mana Echoes — Pays for your spell chain by producing mana off goblin and token casts.
- Possibility Storm — Combos with Krark loops and chaos shells, though more of a build-around.
- Grapeshot — A copyable storm payoff that Krark turns into a lethal finisher after a long chain.
Upgrade Path
Add flip-fixing redundancy (Krark's Other Thumb, Frenetic Efreet, Mirror-style rerolls) so wins beat variance, plus cost reducers like Birgi and Goblin Electromancer to chain spells. Lean into a dedicated combo line—free spells (Mana Geyser, ritual loops) with Aetherflux Reservoir or storm payoffs—and run Sakashima to double Krark itself. Tighten the curve with efficient cantrips (Ponder-style red draw, Wheel effects) and protect Krark with cheap haste/recursion to maximize triggers.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Storm off with Grapeshot or similar after a long copied spell chain
- ▸Doubled burn spells (Fireball, Comet Storm) to the face
- ▸Infinite-damage loops using free spells, copy effects, and flip-fixers
- ▸Aetherflux Reservoir lifegain into a 50-damage zap
Archetypes
- Spellslinger — Krark rewards casting tons of cheap instants and sorceries, copying the good ones for value.
- Combo — Flip-fixers like Krark's Other Thumb plus free spells enable recursive copy loops for infinite damage or mana.
- Storm — Cheap cantrips that bounce back to hand let you build a high storm count toward Grapeshot or Aetherflux.
- Group Slug/Burn — Copying burn spells doubles direct damage to close games out of nowhere.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (R), by popularity.

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