An Introduction to Krark and Sakashima in cEDH

Meet Krark Sakashima Storm, the goofiest tournament-viable deck in cEDH.
Goofiness is fundamental to Magic: The Gathering. From Chaos Orb
If you're looking for a deck whose power foregrounds surprise and comedy, keep on reading.
How Do Krark and Sakashima Work?
Krark Sakashima is an Izzet Storm deck. What makes it unique among other Storm decks? Krark, the Thumbless's flavor text answers that question: "Double or nothing." Whenever you cast an instant or sorcery, you flip a coin. Win: you get two of 'em. Lose: receive the privilege of having paid mana to put that spell right back in your hand. Superficially, this is too high-risk to be consistent enough for cEDH's standards. Who wants to spend mana to do nothing? But let's reconsider Krark's gambit probabilistically: on average, you get two of any given instant or sorcery by paying for it twice. So with Krark's help, every instant and sorcery in your hand is magically duplicated.
In other words, Krark provides virtual additional copies of each instant and sorcery in your deck. Luckily, mad Izzet mages have cooked up many good instants and sorceries with which to pack our deck.
But it gets weirder.
When you clone Krark with Sakashima--or when you control Krark and Harmonic Prodigy
We can see this rising probability in this handy chart:
Before climbing this curve, let's quickly review the deck's most common win conditions.
How Do Krark and Sakashima Actually Win?
#1 Dualcaster Mage Combos
Dualcaster Mage
#2 Underworld Breach Combos
Underworld Breach
#3 Good Ol' Fashioned Grapeshot
Casting Grapeshot
#4 Krark and Sakashima Shenanigans
Disclaimer: not a real win condition
Building a legal version of How to Keep an Izzet Mage Busy.
As alluded to by #4, one needn't go infinite to win. Imagine adding Buyback 0 to spells like Jeska's Will
Win enough coin flips and you might even win a Timetwister!
But What if I Lose My Flips?
The Reports channel of the Krark Discord server reads like a forum for gamblers sharing their bad beats.
- "I lost seven flips in a row..."
- "All I needed was to win one flip for Jeska's Willand I would've had enough mana to win."
- "For us to not lose to Thoracle, I needed my Force of Willto copy, but Krark said no."
Replace Krark with the deck, the dice, the ball, or fate, and you get the picture.
This is the price we pay for playing a deck with higher variance than usual, yet it's worth noting that high variance strategies pay off in the long run. For every bad beat, there's a tale of someone copying Jeska's Will
Playing Krark Sakashima invites you to enjoy your own bad luck. Hence the deck's fundamental goofiness: sometimes you take all the right game actions and still fail spectacularly, flipping coins into a fountain of oblivion. Krark encourages a zen equanimity to fate favoring literally anyone else. The deck teaches you how to be a better loser.
Or, to quote pilots Zenhu, Nomad, and Kyle Hill respectively (from the Krark Discord):
- "I've achieved inner Krark peace by abandoning all logic. My agency in the outcome of cEDH games is indistinguishable from zero."
- "Krark plays the deck, I'm just there to watch."
- "nerds"
What Are The Best Cards in Krark and Sakashima?
After nearly 250 tracked games, I have the deck's 10 best cards (in order) as:
- Jeska's Will
- Rhystic Study
- Dockside Extortionist
- Mystic Remora
- Storm-Kiln Artist
- Tavern Scoundrel
- Harmonic Prodigy
- Heat Shimmer
- Phyrexian Metamorph
- Snap
We can deduce some play patterns from this list.
Jeska's Will
Storm-Kiln Artist
Lastly, by using Heat Shimmer
Krark Sakashima is an exercise in "more is better." A rule of thumb (pun intended) for Storm decks: the more game actions you take, the likelier you are to win.
Krark and Sakashima Weaknesses
Lastly but importantly, let's cover this deck's main weaknesses.
- When you're in a pod with two or more stax decks, you will struggle to storm off. An early Drannith Magistrateor Rule of Laweffect is a pain.
- This deck averages Turn 5 wins with a modal winning turn of 4, so it's at least a turn or two slower than high-color Turbo decks like Rograkh Silas.
- Some players hate the piece of cardboard titled Krark, the Thumblessand hate the play patterns the deck produces. It's difficult to convince those players not to hard target you.
- The deck requires you to flip coins, so it adds an extra time-consuming activity to a regular game of Magic. You need to move fast and manage the stack precisely in order to play in an efficient fashion.
These weaknesses are compensated for by the deck's strong inevitability if its engines are left unattended. Other decks have to put their counterspells in the graveyard after they resolve once; luckily, this is not Krark Sakashima's cross to bear, and if you're completely shut off of the Krark gameplan, you can always do a modest impression of an Izzet control deck while you wait to finish the game with one of the commander-agnostic combos.
The Full Krarkashima Primer and Further Resources
If this all adds up to an appealing gamble, you can read the full primer here and give it a spin. And if you've got an Android device, make your life a bit easier and download the Krarkulator, an app designed specifically for thumbless goblins. Watch the coin tumble often enough and you might soon see the wisdom of the motto: Live by the coin, die by the coin.