Legendary Creature — Ooze Mutant
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.
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|Ravnica Allegiance: Guild Kits (GK2)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Experiment Kraj occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
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Latest Decks as Commander
Experiment Kraj Discussion
2 weeks ago
I did some of what you suggested alphonsy.
I added Mind Unbound, Zameck Guildmage, Etched Oracle and Soul Diviner for the card draw; Faeburrow Elder for the ramp and fixing; Gilder Bairn for other pump mechanic; and Experiment Kraj as a wildcard (since he can copy what other creatures may do).
Also lowered the black permanents and upped the blue ones. So it is now mainly green, blue and black second with splashes of red and white.
This has proven to be more difficult that what I thought. I feel iffy about how it's turning out. Will continue to accept suggestions.
3 weeks ago
BuraddoRun, long time no response! Goblin Offensive embodies the spirit of this deck but two parts make it a tough addition to the deck which are the spell having an cost and it being a Sorcery. I really had to think it over and see where it can fit or what the card can replace but in the end the value doesn't meet the mindless efforts associated with this deck.
Each spell in the deck with an mana cost was selected specifically in the case the player has reached some infinite source for mana which will involve the capability for infinite goblin production. One potential option to use it for more gain is with Fires of Invention to at least cover the CMC, but further research of the card's rulings shows that spells cast with in the mana cost, the must equal : you cannot cast it and add your untapped mana sources to cover the cost. :(
Cast speed being Sorcery really limits a needed flexibility that would be more beneficial if it could be cast in between turns.
It can be useful if there is enough mana to really push it to the max if useful sources are in play and if Krenko were to go bye-bye, but I have designed the deck to strictly rely on Commander or Bust tactics. This narrow-minded strategy is similar to another deck I am trying to perfect using Experiment Kraj as the commander: Kraj-Maga Tap Dancing. Most of the cards are silly, low end and somewhat redundant but they all revolve around providing Kraj with better odds of reaching infinite combos that will outright end the game.
4 weeks ago
a Simic card!!
Experiment Chittering Chick One
Legendary Creature - Squirrel Chicken Mutant
Squirrels you control get +0/+1 and have reach.
, Sacrifice a non-Acorn creature with defender: Create a 0/2 Acorn Plant green creature token with defender and shroud.
, Sacrifice an Acorn creature: Create a 1/1 green Squirrel Chicken creature token.
: Until end of turn, whenever you draw a card, you may discard a land or creature card, if you do, create two green 0/2 Acorn Plant creature token with defender and shroud.
"It lays acorns and eats eggs!?"
"We're working on it."
I'd like a Simic creation with exactly three subtypes.
1 month ago
once you have that here are some of the crazy possibilities you can do with it:
1 month ago
I'm building a 5c toughness matters/wall deck with golos at the helm. Im looking to do more than just the usual business with the deck, by having access to 5c and using cards that woukd otherwise be unable to be used well like Guild Feud
When you visit the deck it's currently set to custom tags and the tags at the bottom are maybeboard options for subthemes in the deck. I was considering a few of these but was looking if anyone could offer some genuine eureka ideas for building this type of deck and having access to 5c. For example I noticed Experiment Kraj would be a 6/6 for 6 that can borrow other players creatures abilities, also Prime Speaker Vannifar is a 4/4 for 4
Another idea I had was to produce tons of mana and have good mana sinks to use with the amount of mana I would produce.
1 month ago
poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.
Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.
Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).
Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...
I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.
All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.
These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.
Thanks for sharing and thanks for reading the great wall-o-text!
2 months ago
Hey y''all. I would love to build a Simic deck with Simic Ascendancy as my wincon. I'm curious though, who would be best at the helm of this deck? Experiment Kraj seems very suitable. Ezuri, Claw of Progress is probably more expensive than I'm willing to spend on a commander but I'd love to have him.