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Experiment Kraj
UGSimicLegendary Creature — Ooze Mutant

Experiment Kraj

Mana value6Rank#10,762
BuildCard details

The Commander

Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.

{T}: Put a +1/+1 counter on target creature.

Guide

Gameplan

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.

Strengths

  • Kraj's own ability puts a counter on a creature, immediately giving it (and itself) those activated abilities for free engines
  • Tons of infinite combo potential by absorbing mana-dork and untap abilities
  • Mono-counter synergy lets one Kraj turn an army into a toolbox of activated abilities
  • Simic gives the best ramp and card draw to support a 6-mana commander

Weaknesses

  • Highly commander-dependent—losing Kraj cripples the strategy
  • Color pair lacks efficient removal and board wipes
  • Many key pieces are fragile creatures vulnerable to wraths and spot removal
  • Combos can be fiddly and telegraphed, inviting interaction

Key Cards

  • Pili-Pala — With a mana dork's counter and Kraj, its untap-for-mana ability enables infinite colorless mana and infinite untaps.
  • Gilder Bairn — Doubles counters on Kraj's targets and combos with untappers to explode your counter and ability engines.
  • Fertilid — Kraj copies its remove-a-counter-to-fetch-a-land ability, ramping while you seed counters everywhere.
  • Forgotten Ancient — Spreads counters across your board each turn, turning every creature's abilities on for Kraj.
  • Devoted Druid — Its untap-via-counter ability, copied by Kraj, generates near-infinite mana and counter loops.
  • Zameck Guildmage — Adds counters and turns counters into card draw, fueling and refilling the engine.
  • Training Grounds — Reduces the cost of Kraj's many absorbed activated abilities, making combos far cheaper.

Upgrade Path

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.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Infinite mana into an outlet like a copied Walking Ballista or Blue Sun's Zenith
  • ▸Infinite +1/+1 counters making one enormous attacker or distributing lethal stats
  • ▸Infinite untap loops to draw the deck and deploy a deterministic kill
  • ▸Going wide with counter-boosted creatures and overrun effects

Archetypes

  • Combo — Kraj absorbing untap and mana abilities enables infinite mana, counters, and tap loops to win.
  • +1/+1 Counters — Every counter both grows creatures and unlocks new abilities for Kraj to copy.
  • Toolbox Value — A diverse creature base gives Kraj an on-demand suite of activated abilities each turn.
  • Ramp/Control — Simic ramp and card advantage let you stabilize and assemble pieces at instant speed.

Combos

No combos found for this commander on Commander Spellbook.

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