Skip to content
  1. Commander Nexus
  2. Commanders
  3. Kraum, Violent Cacophony

Command zone

Kraum, Violent Cacophony

Kraum, Violent Cacophony

Legendary Creature — Zombie Horror

Kraum, Violent Cacophony wants a deck that casts lots of instant and sorcery spells. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost2 genericbluered
  • Blue, Red ()
  • Power / toughness2 / 3
  • RarityUncommon

Flying

Whenever you cast your second spell each turn, put a +1/+1 counter on Kraum and draw a card.

Build a deck with Kraum Find it in the app

Cards That Fit Kraum, Violent Cacophony

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

plan6

The 6 Cards

Rulings for Kraum, Violent Cacophony

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 12 Apr 2024

Spells that were cast before Kraum entered the battlefield count. If Kraum was the first spell you cast this turn, the next spell you cast this turn is your second spell.

1 ruling, 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 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 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+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+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