Sorcery (1)

Commander (1)

Commander: Experiment Kraj

Sideboard


Trying something out, just the idea yet

Combos: This decks combos are based on two things:

An Untapper, which can be:

a creature with a +1/+1 counter on it, such as a soulbonded Galvanic Alchemist (or a creature it is souldbonded to), a Gilder Bairn, Knacksaw Clique, Leech Bonder, Merrow Wavebreakers or Pili-Pala; or an enchantment/equipment that makes it possible for a creature to untap, such as Freed from the Real, Pemmin's Aura or Umbral Mantle

And a mana source, which is a creature able to generate enough mana to pay the untap costs of the untapper you'll be using. There are LOTS of creatures in this deck able to do this.

Usually, you'll get a +1/+1 on that creature, and a +1/+1 on the untapper creature (or an enchantment/equipment on your Experiment Kraj ), and then use the Experiment Kraj to combo (tapping it for mana, then untapping it for the untap cost). As long as the tapping effect generates more mana then the untap cost used (which can be reduced with Training Grounds/Heartstone), you'll be able to generate infinite mana. In the case of Gilder Bairn, you don't even need the extra mana, as it will already let you double your counters on all of your creatures if you generate the same amount of mana needed to pay it's untap cost (in Experiment Kraj).

After getting infinite mana, you can then tap Experiment Kraj indefinitely to get infinite +1/+1 counters on your creatures, untapping it with the untap ability.

The biggest problem of this deck is depending too much of your commander to combo. You can still combo without him, getting infinite mana by using Freed from the Real/Pemmin's Aura in a creature able to generate any color mana (Wirewood Channeler, Argothian Elder or Krosan Restorer), or an Umbral Mantle in a creature able to generate more than 3 mana (or 3/2 mana, by using Heartstone/Training Grounds), but then you only get the infinite mana, drops your commander on the table, and, if it doesn't have haste yet, you can't really combo out in a single turn (unless you've already got a Merfolk Looter in the table).Because of this, the deck must protect Experiment Kraj , so I recommend running a few counters if against hard removal (usually when playing against someone who already saw the deck working and know it's not just "random ramp creatures"), and always trying to protect Kraj with things like Pemmin's Aura, Swiftfoot Boots and Lightning Greaves.Also, you should ONLY play your untapper when Kraj is already tappeable (not with summoning sickness), so that as soon as you drop the untapper you can put a +1/+1 on it and start the combo (except for Pemmin, which is useful earlier because of the shroud effect).

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Date added 10 years
Last updated 9 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

22 - 2 Rares

27 - 7 Uncommons

16 - 6 Commons

Cards 100
Avg. CMC 3.48
Tokens Copy Clone, Emblem Tamiyo, the Moon Sage, Morph 2/2 C, Pentavite 1/1 C
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