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Kang the Conqueror

Kang the Conqueror

Legendary Creature — Human Villain

Kang the Conqueror wants a deck that takes extra turns to pull ahead. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost2 genericblueblue
  • Blue ()
  • Power / toughness4 / 5
  • RarityMythic

Flying

Power-up — 5 genericblueblueblue: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

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Themes

Cards That Fit Kang the Conqueror

Picked for what they do in Kang the Conqueror's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kang the Conqueror's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with Kang the Conqueror, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Extra TurnsExtra Turns decks cast spells that give them another turn right after this one, and try to take several in a row. Taking them back to back is hard to play against, so Commander's three most casual brackets ask players not to.Open the Extra Turns pageExtra TurnsTakes an additional turn once this one ends. Time Warp, Final Fortune. Casting them one after another so opponents never get a turn back is what Brackets 2 and 3 specifically ask you not to do.Open the Extra Turns pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page