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Krang, the All-Powerful — Commander Hub · Mythicwyrm
Legendary Artifact Creature — Utrom Robot Mana value 5 Rank #10,777
Core Cards The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
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▸ Psychosis Crawler or Sphinx's Tutelage doubled triggers killing or decking the table after a wheel.▸ Locust God token swarm built from doubled draw triggers. ▸ Commander damage as Krang accumulates +1/+1 counters from repeated second-draws. ▸ Infinite or near-infinite draw loops paired with a draw-payoff permanent. Archetypes Wheels / Punisher — Krang doubles draw-loss and mill triggers, so forcing the table to draw becomes a wincon. Spellslinger / Card Advantage — Mono-blue draw engines plus Krang turn raw card flow into doubled value and counters. Tokens — The Locust God and similar 'draw makes a token' effects produce two tokens per draw under Krang. Combo — Doubling draw triggers enables loops with The Locust God , Laboratory Maniac-style payoffs, and infinite-draw engines. Combos No combos found for this commander on Commander Spellbook.
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If a player drawing a card causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever a player draws their second card each turn, put a +1/+1 counter on Krang.
Krang turns every draw trigger into a double trigger, so you stack permanents that punish or reward card draw and then force the table to draw. You ramp into Krang, deploy 'whenever a player draws' engines, and either bleed opponents out with symmetrical draw payoffs or generate runaway value/tokens/mana while Krang grows into a beater on the side.
Mono-blue gives access to the format's best card draw, counterspells, and wheel effects.
Krang becomes a real threat as the table draws, providing a backup voltron/commander-damage clock.
Engine pieces are cheap permanents that snowball quickly once Krang is online.
Heavily reliant on Krang itself; the deck stalls badly if it can't keep him on the battlefield.
Mono-blue lacks efficient removal, ramp, and recursion compared to multicolor decks.
Symmetric draw can fuel opponents' combos or hand-size as much as your engines.
Telegraphed game plan that draws removal and can be hated out by anti-draw or graveyard hate.
Each opponent's draw becomes two life-loss triggers, turning a wheel into lethal across the table.
Doubles the mill on every draw, mill-decking opponents quickly when paired with extra-draw effects.
Stacks with Krang so your own draw triggers and card flow multiply absurdly.
Each draw makes two tokens with Krang, building an army that also draws more cards.
Wait—mono-blue: prefer Folio of Fancies as a symmetric draw enabler that feeds your punisher engines. Repeatable forced group-draw that powers Krang's growth and every draw-trigger payoff.