the front side of Experiment Kraj
the back of a classic MtG card
the front side of Krosan Restorer
the back of a classic MtG card
the front side of Horseshoe Crab
the back of a classic MtG card

Color Identity: G, U

Initial Card State

  1.  All permanents on the battlefield.

Notable Prerequisites

  1. Experiment Kraj does not have summoning sickness.
  2. You control up to three lands that can produce a total of at least ({1} magic symbol)  ({U} magic symbol)  ({U} magic symbol)  .
  3. You have at least seven cards in your graveyard.

Mana Needed

  1. ({U} magic symbol)  ({U} magic symbol)   available.

Steps

  1. Activate Experiment Kraj's own ability by tapping it, putting a +1/+1 counter on Horseshoe Crab.
  2. Activate Experiment Kraj using Horseshoe Crab's ability by paying ({U} magic symbol)  , untapping it.
  3. Activate Experiment Kraj's own ability by tapping it, putting a +1/+1 counter on Krosan Restorer.
  4. Activate Experiment Kraj using Horseshoe Crab's ability by paying ({U} magic symbol)  , untapping it.
  5. Activate Experiment Kraj using Krosan Restorer's ability by tapping it, untapping up to three lands you control.
  6. Activate those lands by tapping them, adding at least ({1} magic symbol)  ({U} magic symbol)  ({U} magic symbol)  .
  7. Repeat.
  8. Once 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.

Results

  1. Infinite +1/+1 counters on creatures you control.
  2. Infinite mana lands you control can produce.

Metadata

  1. In 349 decks according to EDHREC.
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