حول Krark, the Thumbless
Krark, the Thumbless, Legendary creature — goblin wizard, صمم بواسطة Mathias Kollros صدر لأول مرة في Oct, 2020 في التحرير Commander Legends وطبع بالضبط في 6 أشكال مختلفة. مشاهدة اللعبة في 1 الأشكال: Commander. يتم بيعه حاليًا بأقل سعر لـ 97.80.
Krark, the Thumbless would be a great addition to a spell-heavy deck that focuses on casting instant and sorcery spells frequently. The coin-flip mechanic adds an element of randomness and excitement to the gameplay, making it a fun and unpredictable choice. However, for a more consistent and reliable option, cards like Baral, Chief of Compliance or Talrand, Sky Summoner might be better choices in a spell-focused deck. Overall, Krark, the Thumbless could see play in a casual or themed deck for its unique and entertaining abilities.
قواعد
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An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
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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.
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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.
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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.
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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.
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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.
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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.
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If you win the flip, the spell will be copied even if it doesn’t require targets.
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Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional 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.
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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.
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