Kraul Harpooner

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

Kraul Harpooner

Creature — Insect Wizard

Reach

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.

Browse Alters

Kraul Harpooner Discussion

Ragamander on Bant Pod, The Sequel: The Mighty Ducks Return

1 week ago

I like the subtle changes I'm seeing in the maindeck. I'd personally go -1 Mirror Image +1 Knight of Autumn , primarily to make sure you don't flood yourself with clones with nothing to use them on. Three clones should be enough to generate overwhelming value in this deck. I also might go -1 Meteor Golem +1 Pelakka Wurm ; the seven life, game-dominating body, and card-on-death are probably going to be better against most everything except Teferi. I also really want to find room for Biogenic Ooze in this deck, since Militia Bugler can pull it, much like Trostani Discordant . I don't know if it's better than Mesmerizing Benthid , though, so I'm not sure how it would fit.

Your sideboard looks pretty good. Vannifar decks are likely to out-grind the popular BGu Value decks, so you probably don't need much in your sideboard for those matches. If you can fit in a single The Immortal Sun , that might be worthwhile. I was going to suggest Shield Mare if it hadn't made it in; it's perfect for what this deck wants to be doing against aggro (especially MonoRed). Kraul Harpooner is also an excellent choice to keep you in the game against UR Drakes and MonoBlue. Incubation / Incongruity is nice emergency removal against giant flying creatures and helps dig for other sideboard answers otherwise, so it's reasonable, though I'd take the opportunity to go -1 Incubation / Incongruity +1 The Immortal Sun just for the occasional free wins.

Here are my two highest-priority suggested changes:
-3 Make a Stand ; +3 Negate
-3 Reclamation Sage ; +1 Lyra Dawnbringer , +2 Tithe Taker

Negate beats every spell that Make a Stand beats and more: Seal Away , Ixalan's Binding , Vraska's Contempt , Teferi, and most importantly Settle the Wreckage and Find / Finality . You lose the ability to swing creature combat in your favor, but in general you're favored during board stalls anyways. Negate will help you beat Wilderness Reclamation decks, burn decks, and Gates decks as well.

With seven copies between Knight of Autumn and Mirror Image , you've got plenty of maindeck ability to deal with Wilderness Reclamation , Experimental Frenzy , and Guild Summit ; additional artifact/enchantment removal is unnecessary (especially if Negate is in the board too). Rather, it might be better to have access to the swingiest white creature in the format - Lyra Dawnbringer - against aggro decks and Tithe Taker to harass and pressure decks that want to operate on your turn. Honestly, I'd rather see Tithe Taker in the main, but it's a fine sideboard card too. Other options in that open 2x slot are Seal Away as hard removal and Warrant / Warden as a flexible answer/threat.

Vivien Reid is also usually present in green lists somewhere in the 75. I'm not sure she's necessary here, but it's a card to always remember. Another card you have access to is Entrancing Melody , which is great for stealing Hydroid Krasis and is effectively a removal spell that also gives you pod fodder. River's Rebuke and Settle the Wreckage are also available in your colors and can be potential blowouts. Just options to keep in mind.

Finally, looking back over the list, you may actually need more mana sources than 23 lands + 4 Incubation Druid . 23 lands means that you're only 58% likely to make your fourth land drop on your fourth turn. If you're missing Incubation Druid and Prime Speaker Vannifar (or if they die), you can struggle to make it to your heavy hitters. Most Vannifar lists I've seen have roughly the same curve as your deck and are running 23-24 lands + 8-13 mana dorks. Not that this is necessarily correct, but the lists appeared to be performing well with that combination.

SlackMiller2100 on Gruul Aggro

4 weeks ago

I like the deck, personally I'd drop the 2 Timber Gorge for Rootbound Crag or if budget allows Stomping Ground .

As far as sideboard goes, I'd definitely put in at least 2-3 Thrashing Brontodon and Fiery Cannonade to help deal with Azcantas and other Enchantments, and lower to the ground aggro decks/token strategies. Maybe a couple Vivien Reid or Domri, Chaos Bringer for some card draw. Kraul Harpooner might help clear the skies to make way for Phoenix and Hellkite. Plus it's a good way to deal with Niv-Mizzet, Parun .

Daarkest on NOT GRUUL?!?!? THEN DIE!!!!!

4 weeks ago

I would cut a Kraul Harpooner from the side for the Thrashing Brontodon

EtherealSpectre on Mono-Green Stompy

1 month ago

I do like the idea of Talons of Wildwood and I believe I'm going to test it out with my playgroup and see how it goes. As far as Shapers' Sanctuary and Colossal Majesty go I actually haven't found much need for them as Shapers' Sanctuary is very situational and would probably work best as a sideboard and Colossal Majesty is to large of a mana sink in that by the time you could drop it, your mana would be better spent on other creatures since the avg CMC of all the cards is so low. I don't quite understand what you mean by adding Tower Defense , because if I do have a problem with any sort of flying creatures I will actually just throw in Crushing Canopy or Kraul Harpooner from the sideboard and neither of those cards will leave during the next rotation of Fall 2019. I do appreciate the suggestions!

hejtmane on RG Gravitic Punch (GRN)

2 months ago

Yes but I find having Kraul Harpooner work great with Gravitic Punch because even if you been milled or have creatures burned next thing you know your just dropped a 15/2 until end of turn down or what ever and slap them with it while worth having in the deck

zetsu.nitram on naya mid range

2 months ago

Have you had much luck with mainboard Knight of Autumn, Dire Fleet Daredevil, and Kraul Harpooner?

GolgariJunkman on GB Valueyard [currently 404]

2 months ago

Rhizome Lurcher - I would compare this guy with Molderhulk and the Hulk can come at least one turn earlier and he gives you land from the graveyard. My experience with Hulk: Early threat but without any evasion or trample which the Lurcher haven't as well, it will die horribly or gets blocked. So I would prefer Hulk over Lurcher even it will get bigger.

Necrotic Wound - At the beginning where I start to build the deck, I got a playset Assassin's Trophy, three Necrotic Wound and three Ravenous Chupacabra as the removal pack. While the meta, lgs-wise, switches to a drake-heavy gameday, I change the package to Kraul Harpooner and Cast Down. Cast Down don't require a full graveyard and while there aren't many copies of Niv Mizzet around it wasn't a bad addition, Kraul Harpooner needs one creature in the yard to kill the drakes while Trophy has the drawback "ramping the opponent". Maybe since the added Seekers' Squire which gives more tools to fill the graveyard, I could change the Removal pack back to Necrotic Wound.

My last thought is that I could change a little bit more to add another Journey to Eternity  Flip as well as a one-off Lotleth Giant as a payoff to the filled grave. I guess that I have to cut the Creeping Chill and the Maindeck Ritual of Soot to be more resilient.

Or should I add Blue (Chemister's Insight, Sinister Sabotage, Mission Briefing) or Red (Fight with Fire, Experimental Frenzy, Risk Factor)... Thoughts?

OrgasmAndTea on Gaggro

2 months ago

Thanks for your comment Argy. Sorry it took so long to get back to you.

It's not a pure aggro deck, but it's quite rapid. Those Pelt Collectors are a real pain to try and deal with. Turn one Pelt Collector, turn two Glowspore Shaman means I can swing for two damage on turn two, then playing any of the three drops means I can swing for a further six on turn three. I can reliably deal lethal damage in five turns this way.

If that doesn't work, the game then transposes into a mid-range grind, as you pointed out, and this deck is good in that regard, too. The Midnight Reapers, Vraska, Golgari Queens and Izoni, Thousand-Eyed all provide excellent card advantage. The Find half of Find / Finality and Gruesome Menagerie also grant excellent value - two or three creatures returned for one card can generally overpower spot removal. Gruesome Menagerie in particular, when it goes off, can win games. Control's best response to this deck is a board wipe on turn four or five, and after that they're left tapped out and unable to counter Gruesome Menagerie, which just laughs at board wipes. Even if my opponent plays a board wipe afterwards, I'm still trading one card for one card, plus I get those juicy ETB triggers so even in that scenario I'm ahead. It's a brilliant card, the only question is how many.

When I got back into magic recently I decided I wasn't going to spend a lot of money. Vraska's Contempt is definitely out, for that reason. Though tbh, I'll play Status / Statue in that spot anyway, should I need removal - it's rare I need to gain life, and if I do, Kraul Foragers is perfect. Wait, it's not in my sideboard. Oops. Anyway, Status / Statue for the most part kills a larger range of stuff than Vraska's Contempt.

I'll stick with Kraul Harpooner for now, since as a creature it has synergy with the other cards in the deck, although I haven't even played it yet since I normally just trample over flyers with my Charnel Trolls without really needing to sideboard.

I've been toying with Golgari Findbroker, but tbh it just for the most part seems worse than Gruesome Menagerie, except for fetching Vraska, Golgari Queen, of course. I don't really need it, though. We'll see.

I've updated with how it is now. See if that's aggro enough for you :P

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Kraul Harpooner occurrence in decks from the last year

Standard:

All decks: 0.12%

Golgari: 0.64%

Commander / EDH:

All decks: 0.0%