Experiment Kraj is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.: Put a +1/+1 counter on target creature.
Complete guide
Experiment Kraj is the ultimate biological weapon of the Simic Combine, capable of absorbing the strengths of every creature on the battlefield. By distributing +1/+1 counters, this Ooze Mutant creates a hive mind of abilities that can dominate any game. Understanding how it inherits these powers is key to unlocking its full potential.
What It Does
Experiment Kraj has two main features: a passive ability and an activated ability. The passive ability grants Kraj all activated abilities of every other creature on the battlefield that has at least one +1/+1 counter on it. Its own activated ability allows you to tap Kraj to place a +1/+1 counter on any target creature, effectively 'tagging' it so Kraj can steal its powers.
How It Resolves Step by Step
First, you activate Kraj's ability by tapping it and choosing a target creature. Once that ability resolves, the creature receives a +1/+1 counter. Immediately, Kraj gains every activated ability listed on that creature's text box (or granted to it by other effects). Remember, Kraj only gains activated abilities—those formatted as [Cost]: [Effect]—not triggered or static abilities.
Common Mistakes
A frequent error is assuming Kraj gains triggered abilities (starting with 'when', 'whenever', or 'at') or static abilities (like Flying or Trample). It does not. Additionally, you must still pay the specific mana costs of any ability Kraj gains; it does not get a 'free pass' on mana colors or other costs like discarding cards or sacrificing permanents.
When to Play It
Experiment Kraj is best deployed when you have creatures with powerful utility abilities, such as mana generation or card draw. It is particularly effective in decks that can untap creatures frequently, allowing Kraj to place multiple counters in a single turn cycle and then use the newly acquired abilities immediately.
Interaction examples
If Experiment Kraj is the only creature you control, you can activate its ability to put a +1/+1 counter on itself. However, since its passive ability only copies 'other' creatures, it won't gain any new abilities this way, though it will grow larger.
Seedborn Muse has a static ability that untaps your permanents during other players' turns. While Kraj doesn't gain this ability (since it's not activated), the Muse allows you to use Kraj's tap ability on every single turn, quickly spreading +1/+1 counters across the board so Kraj can collect more abilities.
If you put a +1/+1 counter on Hullbreaker Horror, Experiment Kraj gains nothing. This is because Hullbreaker Horror's abilities are either static ('can't be countered') or triggered ('Whenever you cast a spell'). Since there is no colon in the text, Kraj cannot copy these effects.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Experiment Kraj
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
No other card is named in this ruling.
- #2· Wizards of the Coast
Unlike with cards like Quicksilver Elemental, the costs of the activated abilities Experiment Kraj gains must be paid with the correct colors of mana.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Experiment Kraj + Ioreth of the Healing House
- 1Activate Ioreth of the Healing House's second ability by tapping it, untapping Experiment Kraj and any other legendary creature you control.
- 2Activate Experiment Kraj using Ioreth of the Healing House's second ability by tapping it, untapping Ioreth of the Healing House and any other legendary creature you control.
- 3Repeat.
Experiment Kraj + Incubation Druid + Horseshoe Crab
- 1Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Horseshoe Crab.
- 2Activate Experiment Kraj using Horseshoe Crab's ability by paying
, untapping it.
- 3Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Incubation Druid.
- 4Activate Experiment Kraj using Horseshoe Crab's ability by paying
, untapping it.
- 5Activate Experiment Kraj by tapping it, putting a +1/+1 counter on itself.
- 6Activate Experiment Kraj using Horseshoe Crab's ability by paying
, untapping it.
- 7Activate Experiment Kraj using Incubation Druid's ability by tapping it, adding at least
.
- 8Repeat from step 6.
Experiment Kraj + Gilder Bairn + Incubation Druid
- 1Activate Experiment Kraj using Incubation Druid's ability by tapping it, adding
.
- 2Activate Experiment Kraj using Gilder Bairn's ability by paying
and untapping it, doubling each counter on target permanent.
- 3Repeat.
Experiment Kraj + Incubation Druid + Simic Ragworm
- 1Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Simic Ragworm.
- 2Activate Experiment Kraj using Simic Ragworm's ability by paying
, untapping it.
- 3Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Incubation Druid.
- 4Activate Experiment Kraj using Simic Ragworm's ability by paying
, untapping it.
- 5Activate Experiment Kraj by tapping it, putting a +1/+1 counter on Simic Ragworm.
- 6Activate Experiment Kraj using Simic Ragworm's ability by paying
, untapping it.
- 7Activate Experiment Kraj using Incubation Druid's ability by tapping it, adding at least
.
- 8Repeat from step 6.
Experiment Kraj + Gilder Bairn + Gyre Sage
- 1Activate Experiment Kraj using Gyre Sage's ability by tapping it, adding at least
.
- 2Activate Experiment Kraj using Gilder Bairn's ability by paying
and untapping it, doubling each counter on target permanent.
- 3Repeat.
Experiment Kraj + Gilder Bairn + Kami of Whispered Hopes
- 1Activate Experiment Kraj using Kami of Whispered Hopes's ability by tapping it, adding at least
.
- 2Activate Experiment Kraj using Gilder Bairn's ability by paying
and untapping it, doubling each counter on target permanent.
- 3Repeat.
Experiment Kraj + Devoted Druid + Kami of Whispered Hopes
- 1Activate Experiment Kraj by tapping it, putting two +1/+1 counters onto Devoted Druid.
- 2Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it.
- 3Activate Experiment Kraj's own ability, putting two +1/+1 counters on itself.
- 4Remove the -1/-1 counter and one of the +1/+1 counters from Experiment Kraj as a state-based action.
- 5Repeat steps 2 through 4 any number of times, resulting in any number of +1/+1 counters on Experiment Kraj.
- 6Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it.
- 7Activate Experiment Kraj using Devoted Druid's first ability by tapping it, add
.
- 8Repeat steps 6 and 7 any number of times.
Experiment Kraj + Gilder Bairn + Biomancer's Familiar
- 1Use any of the listed land animators to turn a land that can produce
or
into a land creature and put at least one +1/+1 counter on it.
- 2Activate Experiment Kraj using that land's ability by tapping it, adding
.
- 3Activate Experiment Kraj using Gilder Bairn's ability by paying
and untapping it, doubling the counters on target permanent.
- 4Repeat from step 2.
Legal formats
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Read next
Meta decks with Experiment Kraj
No archived Top 8 deck with this card yet.



Seedborn Muse
Hullbreaker Horror







