Experiment Kraj + Krosan Restorer + Horseshoe Crab Combo
Played with this combo
Prerequisites
What do I need to start this combo?
- All permanents on the battlefield.
- Experiment Kraj does not have summoning sickness. You control up to three lands that can produce a total of at least
. You have at least seven cards in your graveyard.
available
Steps
How does this combo work?
- 1Activate Experiment Kraj's own ability by tapping it, putting a +1/+1 counter on Horseshoe Crab.
- 2Activate Experiment Kraj using Horseshoe Crab's ability by paying
, untapping it.
- 3Activate Experiment Kraj's own ability by tapping it, putting a +1/+1 counter on Krosan Restorer.
- 4Activate Experiment Kraj using Horseshoe Crab's ability by paying
, untapping it.
- 5Activate Experiment Kraj using Krosan Restorer's ability by tapping it, untapping up to three lands you control.
- 6Activate those lands by tapping them, adding at least
.
- 7Repeat.
- 8Once you have infinite mana, you may activate Experiment Kraj's own ability any number of times, and potentially activate Experiment Kraj any number of times copying abilities of other creatures you have placed +1/+1 counters onto.
- 1
Results
What do I get from this combo?
- Infinite mana lands you control can produce
- Infinite +1/+1 counters on creatures you control
Combo Metadata
Decks
Combo Rank
Commander Bracket Information
In which Commander Bracket(s) am I allowed to play this combo?
1-2
Exhibition and Core
(no 2-card combos)
Any combos that require three or more cards are allowed.
3
Upgraded
(no early game 2-card combos)
Any combos that require three or more cards are allowed.
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
Size
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