Kraul Harpooner

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.

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Commander / EDH Legal
Oathbreaker Legal
Standard Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
Pre-release Legal
Historic Legal
Casual Legal
Vintage Legal
Arena Legal
Canadian Highlander Legal
Modern Legal
Pioneer Legal
1v1 Commander Legal
Unformat Legal
Limited Legal
Block Constructed Legal
Brawl Legal
Legacy Legal

Latest Decks as Commander

Kraul Harpooner Discussion

TriusMalarky on What advice would you give …

1 week ago
  • Know the cards in your meta. I have won multiple matches by holding one mana up(regardless of color) and having 3+ lands in hand. Granted, these were against 12-yr-olds that I had a reputation with... but still, understand what can be done.

  • Attack! Hecking attack. The games I won by holding open mana to cast a land were also lands I won because it convinced the opp not to attack. I had a super inferior board state, and would have died immediately had they attacked. Also, that 1-2 damage can be SO important.

  • Judge your opponent early on. If they have a creature that could trade with yours, don't auto hold back -- think of what that creature is there for and if they'd be willing to throw it in front of yours. Additionally, how important is your creature? If you're going to be playing a big thing later that turn or next turn, go ahead and risk a trade in order to clear out the board.

  • Play things early! It might be something specific to the group of players I've been around, but too many people skip turns 1-3 in favor of bigger plays. I've watched players(with mana dorks in hand) play nothing for three turns while I flooded the board with peezy.

  • Ignore artifacts. Unless you know what you're doing, artifacts(in 60 card formats) suck. It is so much easier to run Kraul Harpooner or Oreskos Swiftclaw than Field Creeper.

  • 90% of the time, equipment and auras SUCK. They are absolute garbage.

TBH, I play with a lot of people who really don't know what they're doing. I can easily be in the top half of my LGS with a $15 deck when I'm not brewing something stupid.

Joker4242 on Crab-Vine

1 month ago

Nice deck idea! If I may suggest something. Maybe put some countermeasures in the main deck that deal with your opponent's spells. I know this is more focused on creating your own combos, but say your opponent is playing with a bunch of exile/bounce spells, or (for example) have their own Leyline of the Void. It also might be hard to come back from a massive boardwipe as well. You have a bit of card draw with Silversmote Ghoul, but besides that, you may end up just top-decking after your opponent obliterates the field.

There are some inconsistencies. See some of your cards get stronger in the late game while others get worse. Some cards are just really circumstantial. Hedron Crab is fun, you got fetch lands. But later in the game, when you've drawn all you could and played all your lands, he just sits there. Being able to flicker, bounce, and interact with your own lands would help his ability continue triggering even into the late game. Having lands that give you triggers would also work with this idea. Cards like Mystic Sanctuary would prove beneficial, especially if you had instants and sorceries that could counter and destroy your opponents spells, you could also search up Sanctuary with fetchlands at instant speed. Silversmote Ghoul is cool how it can revive itself, but you only have Creeping Chill to trigger that ability. So the Ghoul will eventually be stuck in the graveyard. Merfolk Secretkeeper is the most inconsistent though. the card only works once. That's it. You can't copy the ability, nor do you have any bounce spells or revival for the Keeper. So once it mills, that is it. If you mill it to the graveyard, it also does nothing.

Putting in some looting cards might be nice. That way you still get to put cards into your graveyard, but you get to choose what that will be. Cause you might lose important cards just by milling yourself.

Another option is putting in spells with flashback. That way you can still cast spells even when you got nothing in your hand. You have some creature revival abilities, but no instant/sorcery revival abilities.

So cards like Merfolk Looter would work. Cause you get consistent looting every turn (not just a one off). The looter would also work with Mystic Sanctuary pretty well. That way you don't have to wait a turn to draw the card.

If you went straight up looting/card draw you also could use cards like Jace's Erasure and target yourself. So both looting and mill. A bit slower, but more stable. and you could use cards like Broken Concentration to help with problematic enemy spells.

If you would rather go massive self-mill instead of slow and easy mill, I would suggest putting in a few cards that outright win you the game if you have no cards in your library. Like Laboratory Maniac. Also cards that get consistently more powerful with the amount of cards in your graveyard. Gnaw to the Bone can help you stay alive in the late game. Splinterfright, Mortivore, and Kraul Harpooner are nice cards that get better as the game goes on.

I hope I was helpful. Good luck with your deckbuilding!

lagotripha on Hydratic Rampage

2 months 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.

Chino90 on Ilharg Pioneer

4 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

TriusMalarky on Mono Green Pure Devotion

4 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!

Normal_Night on

6 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.

For budget cards to add I’d recommend Glowspore Shaman, Nighthowler, Grisly Salvage, and Kraul Harpooner.

MrBodi88 on Green Stax?? Really?? (cEDH)

8 months ago

UPDATE:

Removed:

Kraul Harpooner Nature's Claim

Added:

Heroic Intervention Force of Vigor

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.

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