Also be sure to check out a guide to Scion of the Ur-Dragon here: • MTG - A Guide To Scion...
and how to build Kaseto, Orochi Archmage Snake EDH: • MTG - A Guide To Kaset...
Video editing and additional production by John Ashley, www.johnhashley.com
Very special thanks to Douglas Rapp for his original decklist and consultation on the script.
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Decklist is here: archidekt.com/decks/2742994#S...
Experiment Kraj is the most Simic of Simic commanders. He's not the strongest, but he's definitely the cheekiest: leading a deck that generates combos on the fly and requires complex but fun board states to actually win. If you manage a win with Kraj you've definitely earned it, which makes him more palatable in playgroups that don't go for degenerate combos. It's also a very tunable deck that can go wild with ramp and +1/+1 counters if the infinite combo plan doesn't work out. This deck can be built on a budget; it uses a lot of bulk cards with no other home, and very few of the cards I'll be mentioning cost more than a dollar.
So what does Kraj actually do? For 2 of anything, 2 green, and 2 blue you get a 4/6 Ooze Mutant with two abilities. Kraj has all activated abilities of each other creature with a +1/+1 counter on it. An activated ability, as opposed to other sorts of abilities, is anything you pay a cost to activate at a time of your choosing. Activated abilities always have a colon in them separating the cost from the effect, and they never start with "Whenever" or "On your upkeep". Kraj's second ability is an example, you can tap him to put a +1/+1 counter on target creature.
Note that Kraj's abilities work on all creatures on the battlefield, not just yours. This means that your arsenal changes from game to game, and recognizing opportunities as they crop up is key.
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