
If a player drawing a card causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever a player draws their second card each turn, put a +1/+1 counter on Krang.
Krang turns every draw trigger into a double trigger, so you stack permanents that punish or reward card draw and then force the table to draw. You ramp into Krang, deploy 'whenever a player draws' engines, and either bleed opponents out with symmetrical draw payoffs or generate runaway value/tokens/mana while Krang grows into a beater on the side.
Add fast mana (Sol Ring, Mana Crypt, Mana Vault) and protection (Lightning Greaves, Heroic Intervention, Swiftfoot Boots) to keep Krang resilient and deploy turns earlier. Tighten the draw-payoff package—Psychosis Crawler, Sphinx's Tutelage, Underworld Dreams effects—and add tutors like Mystical Tutor and Whir of Invention to assemble combos. Consider an infinite-draw loop (Niv-Mizzet alternatives, Laboratory Maniac/Jace as outlets) so doubled draws convert directly into a deterministic win.
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 (U), by popularity.