Instant or Sorcery that Creates One or More Copies of a Creature You Control
Initial Card State
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Instant or Sorcery that Creates One or More Copies of a Creature You Control in hand.
All other permanents on the battlefield (
Dominion Saboteur as a copy of
Krark).
Easy Prerequisites
You control a basic land.
Notable Prerequisites
This combo has a chance of failure based on the amount of starting mana you have and your first few coin flips.
It may take significantly more or less mana than the amount shown.
See the widget below for calculations.
Steps
Activate
Earthcraft by tapping an untapped creature you control, untapping a basic land.
Activate that basic land by tapping it, adding one mana.
Repeat until there are no more available creatures to tap.
Cast the instant or sorcery that creates a copy of a creature by paying its mana cost, targeting
Dominion Saboteur.
When you cast that spell,
Krark and any additional copies of
Krark trigger.
Resolve all
Krark triggers, copying that spell for each flip you won, and returning the original to your hand as long as you lost at least one flip.
Resolve each copy of that spell, creating a token copy of
Krark each time.
If that spell is back in your hand, repeat from step 1.
If you won every flip, instead resolve the card itself, creating one more
Krark token and putting the card into your graveyard.
If you manage to pass a critical threshold of
Krark copies before the copying spell ends up in your graveyard, this combo is overwhelmingly likely to be an infinite loop from that point on. See the widget below for failure chances.
Once you have infinite mana and infinite copies of
Krark, you can repeat this loop with any instant or sorcery you can cast.
Results
Infinite colored mana.
Infinite copies of creatures you control.
Infinite copies of instant or sorcery spells you cast.
Infinite magecraft triggers.
Infinite storm count.
Infinite untap of basic lands you control.
Metadata
Bracket tag
ExhibitionBracket 1+
For any deck
1
2
3
4
5
1 · Exhibition5 · cEDH
Bracket tags are estimated from the cards and results of each combo, as a guideline rather than a strict classification.
Each Krark flips a coin whenever you cast a creature-copying spell targeting Krark. Every win copies the spell for one more Krark, and each new Krark untaps a basic land with Earthcraft. A single loss returns the spell to your hand to cast again, but win every flip and it resolves for one more Krark and is used up. The loop stops once it is, or once you can't pay for the next cast. With Krark's Thumb the odds take every win unless losing the flip, to keep the spell, gives the better chance. With the Thumb and no way left to go infinite, they lose the flip as well: such a combo counts as running out of mana, a copying spell still in hand, rather than as using it up. Where it stops, how many copies of Krark it has made by then, how many casts and how much mana are given as mean ± deviation.
Counting the basic lands your untapped creatures can untap with Earthcraft, Krark included.
Krark and its copies, Dominion Saboteur among them: change it as the combo goes to see where you stand.
Each doubles the coins you flip, and you keep the one you like. It's legendary, so a second takes something like Mirror Box.
Chance of going infinite27.7%
Runs out of mana
32.7%
with a copying spell still in hand
Uses up the spell
39.6%
by winning every flip of a cast
With unlimited mana
53.5%
the best these spells can do
Krarks made
2.6 ± 1.7
copies of Krark when it stops, mean ± deviation
Casts
1.8 ± 0.7
of the copying spells when it stops, mean ± deviation