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Kraum, Violent Cacophony
URIzzetLegendary Creature — Zombie Horror

Kraum, Violent Cacophony

Mana value4Rank#8,630
BuildCard details

The Commander

Flying

Whenever you cast your second spell each turn, put a +1/+1 counter on Kraum and draw a card.

Guide

Gameplan

Cast a high volume of cheap spells to trigger Kraum's second-spell ability, drawing cards and growing it into a flying beater while you accrue card advantage. You churn through your deck with rituals, cantrips, and cost reducers, then close with either commander damage or a spellslinger finisher. As a partner commander you typically pair Kraum with a second commander to expand colors or add another payoff.

Strengths

  • Built-in repeatable card draw that refuels spell-heavy decks
  • Evasive flier that grows on its own into a real clock
  • Partner slot lets you tune colors and add a second strategy
  • Rewards the cheap, interactive spells Izzet already wants to play

Weaknesses

  • Vulnerable to removal as your draw engine and clock both die with it
  • Requires casting two spells a turn consistently, which can stall on empty hands
  • Three colors at most via partner but base Izzet lacks ramp and recursion
  • Trigger is once per turn, so it doesn't reward true storm chains directly

Key Cards

  • Ral, Storm Conduit — Stacks with Kraum, doubling your second-spell payoffs and enabling copy-loop wins.
  • Mystic Remora — Cheap repeatable card advantage that keeps your hand stocked for two-spell turns.
  • Brainstorm — Cantrip that smooths draws and easily fires Kraum's trigger for almost nothing.
  • Thousand-Year Storm — Turns your second-spell theme into explosive value and combo potential.
  • Tibalt's Trickery — Cheap interaction and a chaining piece that fits the cast-many-spells plan.
  • Tymna the Weaver — A premium partner that adds white plus another card-draw engine to keep spells flowing.

Upgrade Path

Add fast mana and rituals (Mana Crypt, Jeska's Will, Dramatic Reversal with Isochron Scepter) to enable explosive multi-spell turns and combo lines. Tighten the curve with more zero- and one-mana cantrips so you reliably hit your second spell, and lean on a powerful partner like Tymna or Vial Smasher to add a redundant engine or extra reach. Include compact two-card combos such as Ral, Storm Conduit plus a cheap copy spell to convert your card flow into a deterministic kill.

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

  • ▸Commander damage from an evasive, ever-growing Kraum
  • ▸Spellslinger burn finishers like Aetherflux Reservoir or copy loops
  • ▸Thousand-Year Storm / Ral, Storm Conduit combo damage
  • ▸Grinding card advantage into an inevitable spell-based win

Archetypes

  • Spellslinger — Kraum directly rewards casting multiple cheap instants and sorceries each turn with cards and counters.
  • Storm/Combo — High spell density and draw fuel set up storm payoffs and copy-loop kills with Ral.
  • Control — Counterspells and removal double as second-spell triggers while you protect a growing flier.
  • Voltron (secondary) — Kraum's self-growing flying body can carry commander-damage plans alongside spell support.

Combos

No combos found for this commander on Commander Spellbook.

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