ManyTCG LogoManyTCG Logo
HomeBlogCraft
ManyTCG LogoManyTCG Logo
Magic: The Gathering · Magic Online Promos · Rare

Krark, the Thumbless

Legendary Creature — Goblin Wizard

—

Market price

8

Public decks

Krark, the Thumbless
$-.--
Buy @ TCGPlayer
ScryfallEDHREC

Rules Text

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.)

Card Facts

Mana value
2
Power / Toughness
2 / 2
Colors
Color identity
EDHREC rank
#3,601
Keywords
Partner
Rarity

Legality

Commander

Legal

Legacy

Legal

Oathbreaker

Legal

TLR

Legal

Vintage

Legal

Duel Commander

Restricted

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Modern

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

Rulings

  1. Nov 10, 2020 · Wizards of the Coast

    If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.

  2. Nov 10, 2020 · Wizards of the Coast

    Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.

  3. Nov 10, 2020 · Wizards of the Coast

    If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.

  4. Nov 10, 2020 · Wizards of the Coast

    If you win the flip, the copy will resolve before the original spell does.

  5. Nov 10, 2020 · Wizards of the Coast

    If you win the flip, the spell will be copied even if it doesn't require targets.

  6. Nov 10, 2020 · Wizards of the Coast

    If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.

  7. Nov 10, 2020 · Wizards of the Coast

    If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.

  8. Nov 10, 2020 · Wizards of the Coast

    If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).

  9. Nov 10, 2020 · Wizards of the Coast

    If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.

  10. Nov 10, 2020 · Wizards of the Coast

    If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.

  11. Nov 10, 2020 · Wizards of the Coast

    If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.

  12. Nov 10, 2020 · Wizards of the Coast

    You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

  13. Nov 10, 2020 · Wizards of the Coast

    The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.

  14. Nov 10, 2020 · Wizards of the Coast

    If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

  15. Nov 10, 2020 · Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

  16. Nov 10, 2020 · Wizards of the Coast

    To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

  17. Nov 10, 2020 · Wizards of the Coast

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

  18. Nov 10, 2020 · Wizards of the Coast

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

  19. Nov 10, 2020 · Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

  20. Nov 10, 2020 · Wizards of the Coast

    You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


5 printings
Commander Legends
Commander LegendsCMR · $1.51
Commander Legends
Commander LegendsCMR · $3.09
The List
The ListPLST · $3.27
Secret Lair Drop
Secret Lair DropSLD · $9.48
Magic Online Promos
Magic Online PromosPRM
Community

Decks using this card

8 public decks run Krark, the Thumbless.


MTGCommanderB4

tut rouge gogo

SE
SeliSelo6 hours ago
700
MTGCube

(The Real) Budget Spellslinger Commander Cube

TheGentleman
TheGentleman29 days ago
3900
MTGCommanderB5

huevos verdes con jamon

TU
Tungtungtungsahur7 months ago
400
MTGCommanderB3

Heads I Win, Tails You Lose (Secret Lair Commander 2021 Preconstructed Deck)

WizardsOfTheCoast
WizardsOfTheCoast1 year ago
100