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Experiment Kraj

Experiment Kraj

Legendary Creature — Ooze Mutant4/6$0.38

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.

Legal in Commander

Is

Does

Rewards

Combos 75

  • Experiment Kraj + Ioreth of the Healing House

    • Infinite mana legendary creatures you control can produce
    • Infinite untap of legendary creatures you control

    1,243 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one additional legendary creature. Ioreth of the Healing House has at least one +1/+1 counter on it. Experiment Kraj and Ioreth of the Healing House do not have summoning sickness.

    Steps

    Activate Ioreth of the Healing House's second ability by tapping it, untapping Experiment Kraj and any other legendary creature you control. Activate Experiment Kraj using Ioreth of the Healing House's second ability by tapping it, untapping Ioreth of the Healing House and any other legendary creature you control. Repeat.

    Commander Spellbook ↗
  • Experiment Kraj + Incubation Druid + Horseshoe Crab

    • Infinite mana lands you control can produce
    • Infinite +1/+1 counters on creatures you control

    Mana needed: 991 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness. You control a land that can produce {U}.

    Steps

    Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Horseshoe Crab. Activate Experiment Kraj using Horseshoe Crab's ability by paying {U}, untapping it. Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Incubation Druid. Activate Experiment Kraj using Horseshoe Crab's ability by paying {U}, untapping it. Activate Experiment Kraj by tapping it, putting a +1/+1 counter on itself. Activate Experiment Kraj using Horseshoe Crab's ability by paying {U}, untapping it. Activate Experiment Kraj using Incubation Druid's ability by tapping it, adding at least {U}{U}{U}. Repeat from step 6.

    Commander Spellbook ↗
  • Experiment Kraj + Gilder Bairn + Incubation Druid

    • Infinite proliferate

    807 decks on Commander Spellbook

    How it works

    Before you start

    You control a land that can tap to produce at least {G/U}.

    Steps

    Activate Experiment Kraj using Incubation Druid's ability by tapping it, adding {G/U}{G/U}{G/U}. Activate Experiment Kraj using Gilder Bairn's ability by paying {2}{G/U} and untapping it, doubling each counter on target permanent. Repeat.

    Commander Spellbook ↗
  • Experiment Kraj + Incubation Druid + Simic Ragworm

    • Infinite mana lands you control can produce
    • Infinite +1/+1 counters on creatures you control

    Mana needed: 768 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness.

    Steps

    Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Simic Ragworm. Activate Experiment Kraj using Simic Ragworm's ability by paying {U}, untapping it. Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Incubation Druid. Activate Experiment Kraj using Simic Ragworm's ability by paying {U}, untapping it. Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Simic Ragworm. Activate Experiment Kraj using Simic Ragworm's ability by paying {U}, untapping it. Activate Experiment Kraj using Incubation Druid's ability by tapping it, adding at least {U}{U}{U}. Repeat from step 6.

    Commander Spellbook ↗
  • Experiment Kraj + Gilder Bairn + Gyre Sage

    • Infinite green mana
    • Infinite proliferate

    761 decks on Commander Spellbook

    How it works

    Steps

    Activate Experiment Kraj using Gyre Sage's ability by tapping it, adding at least {G}{G}{G}. Activate Experiment Kraj using Gilder Bairn's ability by paying {2}{G/U} and untapping it, doubling each counter on target permanent. Repeat.

    Commander Spellbook ↗
  • Experiment Kraj + Gilder Bairn + Kami of Whispered Hopes

    • Infinite colored mana
    • Infinite proliferate

    687 decks on Commander Spellbook

    How it works

    Steps

    Activate Experiment Kraj using Kami of Whispered Hopes's ability by tapping it, adding at least {G/U}{G/U}{G/U}{G/U}. Activate Experiment Kraj using Gilder Bairn's ability by paying {2}{G/U} and untapping it, doubling each counter on target permanent. Repeat.

    Commander Spellbook ↗
  • Experiment Kraj + Devoted Druid + Kami of Whispered Hopes

    • Infinite colored mana
    • Infinite +1/+1 counters on creatures you control

    539 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness.

    Steps

    Activate Experiment Kraj by tapping it, putting two +1/+1 counters onto Devoted Druid. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj's own ability, putting two +1/+1 counters on itself. Remove the -1/-1 counter and one of the +1/+1 counters from Experiment Kraj as a state-based action. Repeat steps 2 through 4 any number of times, resulting in any number of +1/+1 counters on Experiment Kraj. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj using Devoted Druid's first ability by tapping it, add {G}. Repeat steps 6 and 7 any number of times. You may also activate Experiment Kraj's own ability any number of times instead of step 7, putting any number of +1/+1 counters onto creatures. Once there are infinite +1/+1 counters on your creatures, you may activate Experiment Kraj using Kami of Whispered Hope's ability any number of times, adding infinite mana of all colors.

    Commander Spellbook ↗
  • Experiment Kraj + Devoted Druid + Hardened Scales

    • Infinite green mana
    • Infinite +1/+1 counters on creatures you control

    431 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness.

    Steps

    Activate Experiment Kraj by tapping it, putting two +1/+1 counters onto Devoted Druid. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj's own ability, putting two +1/+1 counters on itself. Remove the -1/-1 counter and one of the +1/+1 counters from Experiment Kraj as a state-based action. Repeat steps 2 through 4 any number of times, resulting in any number of +1/+1 counters on Experiment Kraj. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj using Devoted Druid's first ability by tapping it, add {G}. Repeat steps 6 and 7 any number of times. You may also activate Experiment Kraj's own ability any number of times instead of step 7, putting any number of +1/+1 counters onto creatures.

    Commander Spellbook ↗
  • Experiment Kraj + Gilder Bairn + Viridian Joiner

    • Infinite green mana
    • Infinite proliferate

    425 decks on Commander Spellbook

    How it works

    Steps

    Activate Experiment Kraj using Viridian Joiner's ability by tapping it, adding at least {G}{G}{G}{G}. Activate Experiment Kraj using Gilder Bairn's ability by paying {2}{G/U} and untapping it, doubling each counter on target permanent. Repeat.

    Commander Spellbook ↗
  • Experiment Kraj + Argothian Elder + Horseshoe Crab

    • Infinite mana lands you control can produce
    • Infinite +1/+1 counters on creatures you control

    391 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness. You control up to two lands that can produce a total of at least {U}{U}.

    Steps

    Activate up to two lands you control by tapping them, adding at least {U}{U}. Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Horseshoe Crab. Activate Experiment Kraj using Horseshoe Crab's ability by paying {U}, untapping it. Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Argothian Elder. Activate Experiment Kraj using Horseshoe Crab's ability by paying {U}, untapping it. Activate Experiment Kraj using Argothian Elder's ability by tapping it, untapping up to two lands. Activate up to two lands you control by tapping them, adding at least {U}{U}. Repeat from step 5.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Mikey & Don, Party PlannersMikey & Don, Party Planners puts +1/+1 counters on your creatures, which Experiment Kraj can use.
  2. Zimone, Paradox SculptorExperiment Kraj puts +1/+1 counters on your creatures and Zimone, Paradox Sculptor doubles counters.
  3. Tanazir QuandrixExperiment Kraj puts +1/+1 counters on your creatures and Tanazir Quandrix doubles counters.
  4. Roalesk, Apex HybridRoalesk, Apex Hybrid proliferates and Experiment Kraj puts +1/+1 counters on your creatures.
  5. The ThingExperiment Kraj puts +1/+1 counters on your creatures and The Thing doubles counters.
  6. Elrond, Master of HealingElrond, Master of Healing puts +1/+1 counters on your creatures, which Experiment Kraj can use.
  7. Ant-Man, Colony CommanderExperiment Kraj puts +1/+1 counters on your creatures, which Ant-Man, Colony Commander can use.
  8. Marcus, Mutant MayorExperiment Kraj puts +1/+1 counters on your creatures, which Marcus, Mutant Mayor can use.
  9. Aang and KataraExperiment Kraj taps your creatures, which Aang and Katara can use because it cares how many of your creatures are tapped.
  10. Zegana, Utopian SpeakerExperiment Kraj puts +1/+1 counters on your creatures, which Zegana, Utopian Speaker can use.

View Experiment Kraj on Scryfall