the front side of Experiment Kraj
the back of a classic MtG card
the front side of Argothian Elder
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 two lands that can produce a total of at least ({U} magic symbol)  ({U} magic symbol)  .

Steps

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

Results

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

Metadata

  1. In 324 decks according to EDHREC.
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