Instant or Sorcery that Creates One or More Copies of a Creature You Control
Initial Card State
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Mana Ritual and
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Instant or Sorcery that Creates One or More Copies of a Creature You Control in hand.
Krark and
Dominion Saboteur on the battlefield (
Dominion Saboteur as a copy of
Krark).
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
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 and you need additional mana, cast the
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Mana Ritual by paying its costs, then repeat from step 2.
If that spell is back in your hand and you have enough mana, instead 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 copies of creatures you control.
Infinite copies of instant or sorcery spells you cast.
Infinite magecraft triggers.
Infinite storm count.
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 or the mana ritual. Every win copies the spell: a copy of the copying spell makes one more Krark, and a copy of the mana ritual makes its mana again. A single loss returns the spell to your hand to cast again, but win every flip and it resolves too and is used up. The loop stops once the copying spell is, or once you can't pay for the next cast. The odds cast whichever spell gives the better chance each time, and with Krark's Thumb take every win unless losing the flip, to keep the spell, gives a better one. 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 is given as mean ± deviation.
Counting mana that can pay for the copying spells and the mana ritual.
As does each copy of it. Count only mana that can pay for the copying spells: Manamorphose's two of any color can, but Dark Ritual's black can't pay for blue mana.
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.