Arcane Foundry › Commanders › Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
Legendary Creature — Human Mutant Wizard // Legendary Creature — Avatar Wizard · {2}{B}{R} · Black/Red commander
At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja.
Flare Star — If a Wizard you control would deal damage to a permanent or player, it deals double that damage instead.
Build a Kuja, Genome Sorcerer // Trance Kuja, Fate Defied deck →
What Kuja, Genome Sorcerer // Trance Kuja, Fate Defied actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · end_stepAt the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or
- Replacement effect · damage_doublerIf a Wizard you control would deal damage to a permanent or player, it deals double that damage instead.
What a Kuja, Genome Sorcerer // Trance Kuja, Fate Defied deck needs
Plays as wizard typal. What the commander asks of the other 99 — read from the card and checked by hand.
- wizard creatures (four Wizards transform it; every Wizard deals double damage)
- noncreature spells (each Wizard token pings every opponent per spell)
- many small, repeatable damage sources (Wizards deal double)
The Kuja, Genome Sorcerer // Trance Kuja, Fate Defied deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 16× A repeatable source of damage — a commander that adds to each damage event wants many small events, not one big one
- 6× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 4× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
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.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Viscera Seer1 mana
- Coruscation Mage2 mana
- Harmonic Prodigy2 mana
- Asmoranomardicadaistinaculdacar0 mana
- Dark Confidant2 mana
- Jadar, Ghoulcaller of Nephalia2 mana
- Party Thrasher2 mana
- Undead Augur2 mana
A repeatable source of damage — a commander that adds to each damage event wants many small events, not one big one
- Impact Tremors2 mana
- Mount Doom0 mana
- Shivan Gorge0 mana
- Coruscation Mage2 mana
- Descent into Avernus3 mana
- Ramunap Ruins0 mana
- Agate Instigator2 mana
- Black Mage's Rod2 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Viscera Seer1 mana
- Coruscation Mage2 mana
- Harmonic Prodigy2 mana
- Asmoranomardicadaistinaculdacar0 mana
- Dark Confidant2 mana
- Jadar, Ghoulcaller of Nephalia2 mana
- Party Thrasher2 mana
- Undead Augur2 mana
A team pump that actually pumps tokens
- Patchwork Banner3 mana
- Castle Embereth0 mana
- Great Train Heist1 mana
- Heraldic Banner3 mana
- Rising of the Day3 mana
- Purphoros, God of the Forge4 mana
- Kavaron, Memorial World0 mana
- Adaptive Automaton3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Terminate2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Bontu's Last Reckoning3 mana
- Street Spasm1 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Herald's Horn3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Professional Face-Breaker3 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana