
Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.
: Put a +1/+1 counter on target creature.
Drop creatures with potent activated abilities, seed them (and Kraj) with +1/+1 counters so Kraj copies their abilities, then go off by chaining tap/untap abilities. You ramp into Kraj on turn 4-5, build a counters/untap engine, and combo out once Kraj absorbs the right abilities.
Add tighter two-card infinite combos (Pili-Pala + Grand Architect, Devoted Druid + Swift Reconfiguration) and payoff outlets like Walking Ballista or Fathom Mage. Improve protection and consistency with Heroic Intervention, Lightning Greaves, and strong tutors (Worldly Tutor, Eldritch Evolution), plus better mana via Cyclonic Rift and fast ramp like Sol Ring and Three Visits. Trim cute-but-slow counter synergies for compact win conditions and interaction.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GU), by popularity.