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This is my version of krark & sakashima. this deck could be improved, but i'm mostly just a gambling addict.§ you just sorta do a bunch of stuff and create weird stack interaction or non-deterministic infinites that usually wins

I made it because i opened Krark and wanted to cause as much chaos as possible (this list used to run Scrambleverse a few of the higherpowered cards i happened to open (notably jeweled lotus, which i opened with a normal and a foil copy in the same booster for my birthday, i'll see if i can find the picture)

for the mostpart, the deck's powerlevel feels like a strong 6 with high variance, mostly because if krark is dealt with early you just lose too much tempo to ever recover. Curator's Ward is about the only tool to hope to deal with that some amount

My objective with this deck, regarding power level, was to do the best i could within a reasonable budget. A good but expensive improve would be mana base, as well as running the 0 cost counterspells since krark effectively never stops you from playing them (a similar reasoning is the reason for Gitaxian Probe being in the deck)

a lot of the deck is low investment high value cards (best example could be Hard Evidence). Spending one to do nothing is recoverable, spending one for 2 bodies and 2 clues is nuts. Sapphire charm, Thrill of Possibility or Obsessive Search are similar at that, (relatively) low investment for very high potential reward

A few cards (like Possibility Storm or Double Vision ) are meant to circumvent krark's eventual downside. that is, in this case, either the spell copies before being exiled and so resolves once, or it's bounced to hand before being exiled, letting you do a card-advantage free possibility storm trigger.

for those who may not know, the thing about Krark, the Thumbless + Sakashima of a Thousand Faces is that Krark's ability does not target anything, and as such is not fizzled if the spell was removed from the stack (say, by another krark). This way, for any amount of krark N, you can get up to N times a spell (+1 if the original resolves), and still keep it in hand if one Krark returns it to hand, and that is regardless of order). This explains the run of many copy spells (such as Cackling Counterpart), as the chance to keep you card advantage goes up exponentially, while the number of spells cast also goes up linearly (respective to the number of krark in play still, it also goes up exponentially respective to the number of copy spells cast) Once you have a high number of krarks, every spell that is mana positive is effectively infinite on average (i would recommand to try at 4 krarks if you can take a risk, 5 is usually pretty safe). With infinite mana, and every other instant/ritual in your hand also usually being casted while also kept in hand, it's not hard to see it go infinite, or near enough, soon after

Some cards to keep track off as potential quick kills are Lightning bolt, Fractured sanity, Grapeshot (though i might remove it as it becomes quite redundant if it can be copied by other means)

Doublecast and Double Vision both serve (though in different ways) to guarantee a first cast to be successful at least once (usually a mana spell to have much better chances to start your loop)

Helm of the Host, Mind's Desire, Spreading Insurrection, Thousand-Year Storm and Eye of the Storm are meme cards, though with decent synergy at times. if you want to better the deck, it seems wise to remove these first, as they're rarely even played because of their mana costs. Goblin Electromancer was actually a bait card, most games the mana reduction does nothing, and Goblin Wizardry is just bad and i don't know why i haven't removed it yet.

Cards that exile as they resolve (such as Temporal Trespass or most extra turn cards) work pretty well with multiple krarks, as they don't get exiled if they dont get resolved (even if a copy does get resolved)

Cards that may be cast from the graveyard, like Quasiduplicate or Cackling Counterpart have interesting synergy with krark, as since krark doesn't care where a spell is cast from, he may bounce them back to hand even if they were in the graveyard

I will probably be replacing Part the Waterveil with Stitch in Time because i'm a gambling addict

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99% Casual

Competitive

Date added 3 months
Last updated 2 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

25 - 0 Rares

17 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.24
Tokens Clue, Copy Clone, Crab, Elemental 4/4 UR, Servo 1/1 C, Treasure
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