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Blog >Serie > Krark, el Sinpulgares

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Krark, the Thumbless image
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NombreKrark, el Sinpulgares Edit card
DefectoKrark, the Thumbless
TipoCriatura legendaria — hechicero trasgo
DescripciónSiempre que lances un hechizo de instantáneo o de conjuro, lanza una moneda a cara o cruz. Si pierdes el lanzamiento, regresa ese hechizo a la mano de su propietario. Si ganas el lanzamiento, copia ese hechizo y puedes elegir nuevos objetivos para laVer más
Flavor"Doble o nada".
ArtistaMike Burns & Scott Okumura
EdiciónGota de guarida secreta #1543★
WallpaperKrark, the Thumbless Crop image Wallpaperdownload
ImagenKrark, the Thumbless Full hd imagedownload
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Sobre Krark, el Sinpulgares

Krark, el Sinpulgares, Criatura legendaria — hechicero trasgo, diseñada por Mathias Kollros lanzado por primera vez en Oct, 2020 en edición Commander Legends y fue impreso exactamente en 6 diferentes formas. Ver juego en 1 formatos: Commander.

Krark, the Thumbless sería una gran adición a un mazo con muchos hechizos que se centra en hechizos instantáneos y de hechicería, particularmente uno que apunta a generar valor a través de la copia y manipulación de hechizos. Si bien la habilidad de Krark puede ser arriesgada debido a la mecánica del lanzamiento de moneda, puede generar jugadas poderosas si la suerte está de tu lado. Otras cartas como Dualcaster Mage o Narset, Parter of Veils pueden ofrecer un valor más consistente en un mazo centrado en hechizos, pero la habilidad única de Krark y su mecánica de compañero lo convierten en una inclusión divertida y potencialmente poderosa que podría jugar en el mazo correcto.

Top 8 mejores mazos con Krark, el Sinpulgares

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Reglas

10/11/20

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

10/11/20

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.

10/11/20

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.

10/11/20

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.

10/11/20

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.

10/11/20

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.

10/11/20

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.

10/11/20

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

10/11/20

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.

10/11/20

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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