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Kraum, Ludevic's Opus

Kraum, Ludevic's Opus

Legendary Creature — Zombie Horror

Kraum, Ludevic's Opus wants a deck that casts lots of instant and sorcery spells. It has partner, so it can share the lead with a second partner commander.

  • Mana cost3 genericbluered
  • Blue, Red ()
  • Power / toughness4 / 4
  • RarityRare

Flying, haste

Whenever an opponent casts their second spell each turn, draw a card.

Partner (You can have two commanders if both have partner.)

Build a deck with Kraum Find it in the app

Archetypes

Cards That Fit Kraum, Ludevic's Opus

Picked for what they do in Kraum's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kraum'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

Does what Kraum, Ludevic's Opus does6

The 6 Cards

Rulings for Kraum, Ludevic's Opus

explain how Kraum 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

Wizards of the Coast 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

Kraum's ability looks at the entire turn to determine which spell is a player's second spell. It doesn't matter whether Kraum was on the battlefield when the first spell was cast.

Wizards of the Coast 10 Nov 2020

Kraum's triggered ability can trigger only once each turn for each opponent.

Wizards of the Coast 10 Nov 2020

Kraum's triggered ability will resolve regardless of whether the first or second spell that a given opponent cast that turn has resolved, was countered, or is still on the stack. Notably, the ability will always resolve before the second spell resolves.

Wizards of the Coast 10 Nov 2020

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

One opponent must cast two spells for Kraum's triggered ability to trigger. Two spells from different opponents won't cause it to trigger.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Kraum, 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 glossaryURPlayers write colors as letters: U for blue, R for red. Blue is U because B was already taken by black.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageSpellslinger PayoffRewards you specifically for casting or copying instants and sorceries, usually with a trigger each time. Narrower than Spellslinger, which covers the whole instant-and-sorcery family. Archmage Emeritus, Storm-Kiln ArtistOpen the Spellslinger Payoff pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw page