Arcane Foundry › Commanders › Experiment Kraj
Experiment Kraj
Legendary Creature — Ooze Mutant · {2}{G}{G}{U}{U} · Green/Blue commander
Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.
{T}: Put a +1/+1 counter on target creature.
Build an Experiment Kraj deck →
What Experiment Kraj actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{T}: Put a +1/+1 counter on target creature.
- Static ability · ability_shareExperiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.
What an Experiment Kraj deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 12× A creature with an activated ability worth copying or borrowing
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
- 9× Find the exact card the plan needs
- 7× Refill your hand
Best cards for Experiment Kraj
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Runadi, Behemoth Caller3 mana
- Akroma's Memorial7 mana
- Super State7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
A creature with an activated ability worth copying or borrowing
- Delighted Halfling1 mana
- Elvish Mystic1 mana
- Fyndhorn Elves1 mana
- Llanowar Elves1 mana
- Arbor Elf1 mana
- Gilded Goose1 mana
- Hangarback Walker0 mana
- Crashing Drawbridge2 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Bear Umbra4 mana
- Sword of Feast and Famine3 mana
- Wilderness Reclamation4 mana
- Amulet of Vigor1 mana
- Freed from the Real3 mana
- Nature's Will4 mana
- Pemmin's Aura3 mana
- Retreat to Coralhelm3 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Ripples of Potential2 mana
- Thrummingbird2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Suspend1 mana
- Snap2 mana
- Into the Flood Maw1 mana
- Planar Incision2 mana
Answer a whole board at once
- Displacement Wave2 mana
- Simplify1 mana
- Filter Out3 mana
- Aligned Hedron Network4 mana
- Coercive Portal4 mana
- Needle Storm3 mana
- Whirlwind4 mana
- Whelming Wave4 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Celestial Reunion1 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Garruk's Uprising3 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- Beast Whisperer4 mana