Creature — Insect Wizard
Undergrowth — When Kraul Harpooner enters the battlefield, choose up to one target creature with flying you don't control. Kraul Harpooner gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard, then you may have Kraul Harpooner fight that creature.
Printings View all
|Guilds of Ravnica (GRN)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Kraul Harpooner occurrence in decks from the last year
All decks: 0.14%
Kraul Harpooner Discussion
3 weeks ago
I highly reccomend avoiding expensive cards for first decks- if you are going to spend >$5 on a card, you want to be picking up a card that fits into lots of decks as a format staple (for green, stuff like Birds of Paradise). A lot of cards are expensive because there isn't enough supply for a format (in whiptongue's case, commander), rather than them being the best options. There are diminishing returns on copies of legendary creatures too, and no shortage of inexpensive cards that never quite made the cut into modern that are super fun. Old standard staples are frequently <$0.30
If there are hydras you want to spend money one anyway, pick up one and run tutors like Uncage the Menagerie.
If you get bored, start messing around with synergies; a lot of 5/6/7 drops are playable in a green ramp shell like this- some will perform outstandingly, and others can sit it out with minor cost.
In terms of fighting fliers, Grappling Sundew, Wall of Tanglecord or Traproot Kami offer a delay, there is a lot of cheap spot removal like Aerial Volley, multiplayer options like Clip Wings, sweepers like Corrosive Gale/Hurricane/Skyreaping, options to turn flying into a downside like Bower Passage/Dense Canopy, utility answers like Crushing Canopy and Crushing Vines, 'total shutdown' effects like Elvish Skysweeper, Scattershot Archer or Gravity Well.
Then there are options like a 'fight' subtheme using your own fliers- allowing for answers to more than just flying Foe-Razer Regent is a lot of fun, Frontier Siege is cute, Kraul Harpooner has seen competitive modern play in sideboards.
I really reccomend packing in one answer and a couple of planned search effects- knowing that Uncage the Menagerie can get you a Vastwood Hydra/Overgrown Battlement/Kraul Harpooner makes it decent when you only have a few options, while it encourages a relaxed and varied decklist.
Feed the clan sees great sideboard play for a reason- its a good card when facing lightning bolt effects, but if they have repeatable damage it starts looking lackluster. I'd look at creatures with lifegain stapled on- Gilded Goose will be rotating soon, and so should get cheap and remain somewhat relevant in that neiche, while cards like Healer of the Glade, Pelakka Wurm or Oracle of Nectars do the thing in the meantime.
Finally, the 'I'm optimising a deck' thing- with 24 basic lands you can swap for 2-3 utility lands. There are budget cards that fix major problems without competing for slots; Emergence Zone against counterspells, Labyrinth of Skophos/Mystifying Maze to Fog attackers, small-scale lifegain like Sapseep Forest/Glimmerpost/Radiant Fountain, card advantage like Memorial to Unity, manlands like Treetop Village or threats like Rogue's Passage.
The reason deckbuilding in casual magic is so fun is that there is rarely a 'right' answer- there are about twenty ways to solve any problem, and its more about which one you enjoy more than what exactly you pick. I had a deck which aimed to use Gutter Grime with Brindle Boar and Gristleback for a while and it did great. Look around, don't worry too much about optimising and have fun.
2 months ago
If you are against flyers, then gruul colors has plenty of "hurricane" effects. Gruul Charm, Heaven,Tears of Valakut, Kraul Harpooner, Take DownAerial VolleyCollision / ColossusBow of NyleaNylea's Intervention
2 months ago
After posting, I checked the list again. I see you added Nessian Hornbeetle. Interesting, but it feels like you need more decent sized creatures as it'll be a vanilla 2/2 most of the time. If you really want a 2-drop, possibly consider Kraul Harpooner, the objectively best 2-mana 3-power creature in green. And Tarmogoyf doesn't count because it can be a 2-mana 4 or 5-power creature.
It still feels a little odd. I think you could definitely go either aggressive or slightly slower but higher power, and your deck seems like it's trying to do both atm.
What I like to do is imagine your best average curve. Such as
t1 -- Forest, elf dork
t2 -- 3-drop, such as SteelLeaf Champ or Tireless Tracker
t3 -- 4-mana spell. Voracious Hydra or Ballista here, probably.
At that point you have a pretty threatening board state, and it still works well if your dork gets Shocked.
After t3, you'd have to choose between larger monsters or more aggressively costed creatures. It really doesn't give you much room for 2-drops either, so you could increase land count by 1-2 to make the deck more consistent. 2-drops are just a waste of your time and mana, especially 'cos most of them are so inferior to playing Tracker or Champion t2.
Using https://stattrek.com/online-calculator/hypergeometric.aspx we get the following probabilities for the above planned curve:
0.653593571 to get at least one elf.
^^ for at least one 3-drop
^^ for at least one ballista/Hydra
given you run 8 of each. You then get a .275 chance to get all of them together(using normal calculator). A little more than one in 4 hands having that perfect curve is GREAT, but the deck should still work fine in the situation that you don't draw one of the pieces. Drawing 2 gives you a 0.42 chance, wich is still solid. Even having either a good 3-drop or Ballista/Hydra is fine.
That said, you want at least 3-4 lands by the time you can play them.
0.440512889 for 4 lands on the play, 0.536359259 on draw
0.722413977 for 3 lands on the play, 0.792184496 on draw. Remember those 4 numbers are at least 3 or 4. I'd say you want 2 more lands, but it really depends if you want to be casting more Ghaltas or if you'd rather wield more efficient 3 drops. Even if you want the 3 drop option I'd go 1 more, just to make the math better, but that's just me.
Hope I don't kill you with the math, and hope it helps. If you don't like my gameplan shown above, try your hand at calculating your own. You should get an 85% chance or better to make your generic plan work, but make sure it's a little loose -- it's fine if you don't always curve perfectly. You just want to curve well enough often enough to crush your opponent. Good luck!
3 months ago
3 months ago
More Order of Midnight would help get Polukranos, Unchained back from the self mill to avoid the escape cost. Blightbeetle is good, but it’s more of a sideboard card because of how specific it is. Also Scuttlemutt , Piper of the Swarm , and Greenwood Sentinel all feel out of place, they don’t help with milling and aren’t worth having for blockers. Maybe keep Piper of the Swarm... maybe. You’re also running a bit land heavy, I’d cut it down to 24 lands you shouldn’t need more than that.
5 months ago
The Force of Vigor is great to interact with early explosive opponent turns. So if I am playing 3rd or last, and someone before me drops a Sol Ring , Mana Crypt , Mana Vault , Mystic Remora then I can interact without having any mana up.
Heroic Intervention is there just to add some protection against boardwipes, or even targeted removals.
6 months ago
exalted_k1d the cards in the deck are the cards I physically have....so still need to add the other fetchlands as money becomes available. Might consider cutting Kraul Harpooner but will need to playtest.