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The Legend of Kuruk // Avatar KurukThe Legend of Kuruk // Avatar Kuruk, back face

The Legend of Kuruk // Avatar Kuruk

Enchantment — Saga // Legendary Creature — Avatar$2.08

(As this Saga enters and after your draw step, add a lore counter.) I, II — Scry 2, then draw a card. III — Exile this Saga, then return it to the battlefield transformed under your control.

Whenever you cast a spell, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures." Exhaust — Waterbend : Take an extra turn after this one. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for . Activate each exhaust ability only once.)

Legal in Commander

Is

Does

Makes tokens

Rewards

Combos 272

  • The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces + Airbender Ascension

    • Infinite turns

    Mana needed: 393 decks on Commander Spellbook

    How it works

    Steps

    Activate Sakashima of a Thousand Faces using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Spark Double + Thassa, Deep-Dwelling

    • Infinite turns

    Mana needed: 241 decks on Commander Spellbook

    How it works

    Steps

    Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Thassa triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Conjurer's Closet + Spark Double

    • Infinite turns

    Mana needed: 202 decks on Commander Spellbook

    How it works

    Steps

    Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Conjurer's Closet triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Spark Double + Y'shtola Rhul

    • Infinite turns

    Mana needed: 195 decks on Commander Spellbook

    How it works

    Steps

    Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Y'shtola Rhul triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Spark Double + Baboon Spirit

    • Infinite turns

    Mana needed: 188 decks on Commander Spellbook

    How it works

    Steps

    Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Spark Double At the beginning of your end step, Baboon Spirit triggers, returning Spark Double from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Deadeye Navigator + Spark Double

    • Infinite turns

    Mana needed: 177 decks on Commander Spellbook

    How it works

    Steps

    Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Spark Double by paying {1}{U}, blinking it. Choose to have it enter the battlefield as a copy of Avatar Kuruk. When Spark Double enters, Deadeye Navigator's soulbond ability triggers, repairing it and Spark Double. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise + Baboon Spirit

    • Infinite turns

    Mana needed: 148 decks on Commander Spellbook

    How it works

    Steps

    Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Chameleon At the beginning of your end step, Baboon Spirit triggers, returning Chameleon from exile to the battlefield. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Y'shtola Rhul + Chameleon, Master of Disguise

    • Infinite turns

    Mana needed: 144 decks on Commander Spellbook

    How it works

    Steps

    Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Y'shtola Rhul triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces + Thassa, Deep-Dwelling

    • Infinite turns

    Mana needed: 142 decks on Commander Spellbook

    How it works

    Steps

    Activate Sakashima of a Thousand Faces using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Thassa triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Legend of Kuruk // Avatar Kuruk + Conjurer's Closet + Chameleon, Master of Disguise

    • Infinite turns

    Mana needed: 141 decks on Commander Spellbook

    How it works

    Steps

    Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Conjurer's Closet triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    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. Gran-GranThe Legend of Kuruk // Avatar Kuruk taps your creatures, which Gran-Gran can use because it triggers when your creature becomes tapped. Gran-Gran reduces your spell costs, which The Legend of Kuruk // Avatar Kuruk can use because it rewards an Instant or sorcery.
  2. ElminsterThe Legend of Kuruk // Avatar Kuruk has card selection (scry, surveil, top of library), which Elminster can use because it cares about card selection. Elminster reduces your spell costs, which The Legend of Kuruk // Avatar Kuruk can use because it rewards an Instant or sorcery.
  3. Unctus, Grand MetatectThe Legend of Kuruk // Avatar Kuruk taps your creatures and makes creature tokens, which Unctus, Grand Metatect can use because it triggers when your creature becomes tapped and pumps your whole team.
  4. Captain America, Living LegendThe Legend of Kuruk // Avatar Kuruk taps your creatures, which Captain America, Living Legend can use because it triggers when your creature becomes tapped. Captain America, Living Legend untaps your creatures and The Legend of Kuruk // Avatar Kuruk taps your creatures.
  5. Amareth, the LustrousThe Legend of Kuruk // Avatar Kuruk has card selection (scry, surveil, top of library), makes creature tokens and blinks / re-enters your creatures, which Amareth, the Lustrous can use because it rewards other permanents entering.
  6. The Fourth DoctorThe Legend of Kuruk // Avatar Kuruk has card selection (scry, surveil, top of library), which The Fourth Doctor can use because it cares about card selection.
  7. Galadriel, Light of ValinorThe Legend of Kuruk // Avatar Kuruk blinks / re-enters your creatures and makes creature tokens, which Galadriel, Light of Valinor can use because it triggers when your creatures enter and rewards having/making creature tokens.
  8. Heliod, the Radiant Dawn // Heliod, the Warped EclipseHeliod, the Radiant Dawn // Heliod, the Warped Eclipse reduces your spell costs, which The Legend of Kuruk // Avatar Kuruk can use because it rewards an Instant or sorcery.
  9. Ezuri, Claw of ProgressThe Legend of Kuruk // Avatar Kuruk blinks / re-enters your creatures and makes creature tokens, which Ezuri, Claw of Progress can use because it triggers when your creatures enter and rewards having/making creature tokens.
  10. Adrix and Nev, TwincastersThe Legend of Kuruk // Avatar Kuruk makes creature tokens and Adrix and Nev, Twincasters doubles tokens.

View The Legend of Kuruk // Avatar Kuruk on Scryfall