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Experiment Kraj | Krosan Restorer | Horseshoe Crab
Color Identity: G, U
Cards
Experiment Kraj
Krosan Restorer
Horseshoe Crab
Initial Card State
All permanents on the battlefield.
Notable Prerequisites
Experiment Kraj
does not have summoning sickness.
You control up to three lands that can produce a total of at least
({1} magic symbol)
({U} magic symbol)
({U} magic symbol)
.
You have at least seven cards in your graveyard.
Mana Needed
({U} magic symbol)
({U} magic symbol)
available.
Steps
Activate
Experiment Kraj
's own ability by tapping it, putting a +1/+1 counter on
Horseshoe Crab
.
Activate
Experiment Kraj
using
Horseshoe Crab
's ability by paying
({U} magic symbol)
, untapping it.
Activate
Experiment Kraj
's own ability by tapping it, putting a +1/+1 counter on
Krosan Restorer
.
Activate
Experiment Kraj
using
Horseshoe Crab
's ability by paying
({U} magic symbol)
, untapping it.
Activate
Experiment Kraj
using
Krosan Restorer
's ability by tapping it, untapping up to three lands you control.
Activate those lands by tapping them, adding at least
({1} magic symbol)
({U} magic symbol)
({U} magic symbol)
.
Repeat.
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
Infinite +1/+1 counters on creatures you control.
Infinite mana lands you control can produce.
Metadata
In 349 decks according to EDHREC.