← MTG Rules

Rules guide · Legendary Artifact

Krark's Other ThumbHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Unsanctioned· February 29, 2020
Carte Magic Krark's Other Thumb

Krark's Other Thumb is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

If you would roll a die, instead roll two of those dice and ignore one of those results.

Complete guide

Looking to double your luck and tip the scales of fate in your favor? Krark's Other Thumb is a legendary artifact that provides a powerful safety net for any deck relying on the roll of a die. By allowing you to roll twice and choose your preferred outcome, this silver-bordered relic ensures that probability is always on your side.

Twice the Fun, Half the Risk

Krark's Other Thumb replaces any single die roll with a choice between two results. Whether you are rolling a six-sided die, a twenty-sided die, or even a planar die, this artifact intervenes. You roll two dice of the same type and choose which one to keep, effectively giving you 'advantage' on every roll you make during the game.

Step-by-Step Resolution

When an effect instructs you to roll a die, the replacement effect of the Thumb kicks in immediately. First, you perform two physical rolls instead of one. Second, you evaluate both results and choose one to be the 'official' roll. Third, the ignored result is treated as if it never happened—it won't trigger any abilities that care about die results, and it doesn't count toward any totals.

Navigating Multiple Rolls

If an effect tells you to roll multiple dice at once, Krark's Other Thumb applies to each die individually. You will roll two dice for every one die requested. It is helpful to use different colors or roll them in pairs to ensure you know which ignored result belongs to which kept result. This also applies to rerolls; if you are allowed to reroll a die, the Thumb will once again let you roll two for that reroll.

Strategic Implementation

You should play Krark's Other Thumb early in the game to maximize its value across all subsequent turns. Because it is a cheap legendary artifact, it is easy to cast and provides a passive benefit that doesn't require mana to activate. It is best used in chaotic environments where high rolls lead to massive advantages or where low rolls might result in detrimental penalties.

Interaction examples

Establishing Your Mana Base

With Krark's Other Thumb on the battlefield, you can use Sol Ring to generate the two mana needed to cast another spell that requires a die roll. The Sol Ring provides the stable resources necessary to keep your luck-based engine running without interruption.

Fixing Your Colors

If you are playing a multi-color deck that uses die-rolling mechanics, Arcane Signet ensures you have the correct colors to cast Krark's Other Thumb. Once the Thumb is out, every future die roll you make—regardless of the source—will benefit from the ability to roll two dice and ignore one.

Basic Die Rolling

If you play a spell that says 'Roll a d20,' the Thumb changes this to 'Roll two d20s.' If you roll a 3 and a 19, you can ignore the 3. The 3 never happened, so abilities that trigger on rolling a 3 will not activate, and the game proceeds as if you only ever rolled a 19.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Krark's Other Thumb

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Krark’s Other Thumb works with any die you’re instructed or allowed to roll.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The ignored roll never happened as far as any other effect is concerned. For example, an ability that triggers “whenever you roll a die” won’t trigger for the ignored roll.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you are instructed to roll multiple dice, roll two for each one and choose which one counts.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the die roll includes a physical component, such as Ol’ Buzzbark caring where the dice land, roll two dice for each one you would roll. You may need to use colored dice to keep each pair of dice clear so you can ignore one roll from each pair.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Krark’s Other Thumb applies to rerolls as well.

    No other card is named in this ruling.

0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Krark's Other Thumb

No archived Top 8 deck with this card yet.

Explore the meta
Official source