Whenever you cast your second spell each turn, put a +1/+1 counter on Kraum and draw a card.
Cast a high volume of cheap spells to trigger Kraum's second-spell ability, drawing cards and growing it into a flying beater while you accrue card advantage. You churn through your deck with rituals, cantrips, and cost reducers, then close with either commander damage or a spellslinger finisher. As a partner commander you typically pair Kraum with a second commander to expand colors or add another payoff.
Built-in repeatable card draw that refuels spell-heavy decks
Evasive flier that grows on its own into a real clock
Partner slot lets you tune colors and add a second strategy
Rewards the cheap, interactive spells Izzet already wants to play
Vulnerable to removal as your draw engine and clock both die with it
Requires casting two spells a turn consistently, which can stall on empty hands
Three colors at most via partner but base Izzet lacks ramp and recursion
Trigger is once per turn, so it doesn't reward true storm chains directly
A premium partner that adds white plus another card-draw engine to keep spells flowing.
Add fast mana and rituals (Mana Crypt, Jeska's Will, Dramatic Reversal with Isochron Scepter) to enable explosive multi-spell turns and combo lines. Tighten the curve with more zero- and one-mana cantrips so you reliably hit your second spell, and lean on a powerful partner like Tymna or Vial Smasher to add a redundant engine or extra reach. Include compact two-card combos such as Ral, Storm Conduit plus a cheap copy spell to convert your card flow into a deterministic kill.