Animate a piece of equipment. Put a counter on it. Then, equip Kraj to himself.
Congratulations, you've just passed Breaking The Game 101.
Posted By:
Kirbster
(10/10/2010 12:19:22 AM)
Actually Matt, that doesn't work at all. The Kraj only gets activated abilities. abilities that you want to take "when __ or another ally enters, etc." are triggered. You can only steal activated. So, for allies, your main options would be harabaz druid orsea gate loremaster. Sorry bud. Lurker, how could you miss something like that? You seem to have some form of grasp on the rules.
Posted By:
PolskiSuzeren
(6/20/2010 4:57:43 PM)
@matt252007
That wouldn't work, since Kraj gains activated abilities, not triggered abilities. Allies have triggered abilities.
An activated ability has a cost (e.g. tap, GU, etc.), a colon (:), then an effect (Put a +1/+1 counter on target creature, Gain 2 life, etc.)
Posted By:
Alqatrkapa
(2/20/2010 1:56:53 PM)
@arglypuff
Of course, he would gain all of Gideon's abilities. However, he would only have those abilities as long as Gideon is in creature form because kraj specifically states he has the activated abilities of CREATURES with +1/+1 counters on them
Posted By:
Colossus_of_Darkstee
(7/25/2010 9:48:12 PM)
How does Kraj work with the new Gideon Jura? Turn Gideon into a creature, give him a +1/+1 counter, and Kraj gets Gideon's activated abilities. Is there a ruling for this yet?
Posted By:
Arglypuff
(4/15/2010 10:03:07 AM)
Question: I came up with a combo that essentially chews up and spits out the rules of the game. Does this work?
1. HaveMycosynth Lattice, March of the Machines, and this out.
2. Play any planeswalker
3. The planeswalker is an artifact creature while also being a planeswalker
4. Put a +1/+1 counter on the planeswalker
5. Theoretically, Experiment Kraj now has all activated abilities of the planeswalker. However, rules pertaining to the use of planeswalker abilities only once per turn only apply to planeswalkers and (I may be wrong) do not cause the planeswalker to tap. Therefore, any + abilities on the planeswalker can be used an infinite amount of times by Experiment Kraj, putting an infinite number of loyalty counters on it.
6. Use Jace, the Mind Sculptor's ultimate ability twice, on the same turn, after unsummoning all of their creatures, followed by a Gideon Jura forced attack, followed by making al... (see all)
Posted By:
frommerman
(10/25/2010 5:22:38 PM)
One word - fun.
Posted By:
raptorjesus69
(6/26/2010 9:47:34 AM)
@kirbster though incredibly hilarious, it doesn't work. "Equipment that's a creature can't attach to a creature," if my memory of March of the Machines serves correct.
Posted By:
justicarphaeton
(10/12/2010 6:49:28 PM)
I'm about 3 months into the game of magic and enjoying it. I see all the combos that have been mentioned and those are very good, but I was wondering how Experiment Kraj would combo into a rainbow colored ally deck? If you had a Kazuul Warlord out there putting +1/+1 counters on everything, Experiment Kraj could have 6 or 7 ally abilities that activate everytime an ally enters the battlefield. Everything from it being an extra Ondu Cleric, to adding extra +1/+1 counters on everyone, to being able to deal extra damage from using Murasa Pyromancer and Hagra Diabolist's Ability. Anyways, there are probably several glaring holes in my idea, please feel free to point them out. Thanks!
Posted By:
matt252007
(2/16/2010 12:24:35 AM)
My new musings on Experiment Kraj are that he Looks Like Ivan Ooze and Gatherer needs like a bazillion more Ivan Ooze related comments about him. ^_^
THE BELOW INFORMATION IS SO FAR INACCURATE
it's horribly complicated, not practical for a normal game, but it works. Blame the Simic guild, because Experiment Kraj really can do this. Sorin, Lord of Innistrad is vital, because without his ability to REANIMATE Planeswalkers, you WOULD be limited by a '1 per turn' activation issue. There is a very, very, very good reason that Sorin's wording says 'other' planeswalkers. Wizards knows that if Sorin ever got targeted by his own Ultimate, all hell breaks loose. It's to try to stop Mad Johnnies from pulling this kind of bullcrap. The first iteration involved a subcombo with Tezzeret the Seeker because I thought I needed it. The whole point of the Tezzeret bit was to get a +1/+1 counter on Sorin, allowing Kraj to copy Sorin's ability. There are better ways to get a +1/+1 cou... (see all)
Posted By:
DarthParallax
(1/14/2013 11:14:01 AM)