- Commander Nexus
- Commanders
- Krang, the All-Powerful
Command zone
Krang, the All-Powerful
Legendary Artifact Creature — Utrom Robot
Krang wants a deck that makes everyone swap their hand for a fresh one. It also suits a deck that keeps making its creatures bigger turn after turn.
- Mana cost
- Blue ()
- Power / toughness3 / 3
- RarityRare
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.
Build a deck with Krang Find it in the app
- Archetypes
- Themes
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- Artifact Creatures
- Robots
- Utroms
Cards That Fit Krang, the All-Powerful
Picked for what they do in Krang's deck. When two cards do the same job, the one with the lower comes first. All of them fit Krang'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.
Open the full glossary
plan6
plan6
Rulings for Krang, the All-Powerful
explain how Krang works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
If a triggered ability is linked to a second ability, additional instances of that triggered ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by instances of the triggered ability.
Krang's first ability doesn't copy the triggered ability; it just causes the ability to trigger an additional time. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.
Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keyword abilities are triggered abilities and will have "when," "whenever," or "at" in their reminder text.
3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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