Krang, the All-Powerful 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
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.
Complete guide
Krang, the All-Powerful is a formidable Utrom Robot that thrives on the flow of information across the table. By amplifying your card-draw synergies and growing stronger with every cycle, this legendary artifact creature turns simple draws into overwhelming board presence. Understanding how to double your triggers is the key to mastering this technological terror.
Doubling Down on Draws
Krang's first ability is a static effect that monitors the game for specific events. Specifically, it looks for any triggered ability—identified by the words "when," "whenever," or "at"—on a permanent you control that triggers because a player drew a card. When this happens, Krang causes that ability to trigger an additional time, effectively doubling the output of your draw-based synergies.
The Step-by-Step Resolution
When a player draws a card and triggers one of your permanents, Krang immediately applies its effect. You place the first instance of the triggered ability on the stack, choosing targets or modes as required. Then, you place the second instance on the stack, making new choices for targets or modes independently of the first. Each instance resolves one at a time, allowing you to react between resolutions.
Common Mistakes to Avoid
It is important to remember that Krang does not copy the ability; it causes it to trigger twice. This means costs associated with putting the trigger on the stack must be paid for each instance if applicable. Additionally, Krang's second ability only triggers on the second card drawn each turn, regardless of who draws it, and Krang's doubling effect does not apply to itself since Krang is the one gaining the counter, not an external triggered ability responding to the draw.
When to Deploy Krang
Krang is most effective when your board is already established with permanents that care about drawing cards. Since it has a mana cost of five, you want to ensure you have a way to draw cards on subsequent turns—or even your opponents' turns—to maximize the +1/+1 counters and the trigger multiplication.
Interaction examples
If your Solemn Simulacrum dies while you control Krang, the All-Powerful, the 'When this creature dies' ability triggers. As that ability resolves, you draw a card. If drawing that card causes another permanent you control to trigger, that ability will trigger twice. Note that Krang does not double the Simulacrum's death trigger itself, as the trigger condition is a creature dying, not a player drawing a card.
If you have Roaming Throne on the battlefield with the chosen type 'Robot' and you control Krang, their effects can stack. If a player draws a card and triggers a Robot you control, Krang will cause it to trigger an additional time. Roaming Throne will also see the Robot's ability trigger and cause it to trigger an additional time, resulting in three total instances of the triggered ability.
During your draw step, you draw your first card. Later in the turn, you cast a spell that allows you to draw another card. Because this is the second card you have drawn this turn, Krang's second ability triggers, and you put a +1/+1 counter on Krang. If an opponent draws their second card on their turn, Krang will also trigger and grow.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Krang, the All-Powerful
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
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.
No other card is named in this ruling.
- #2· Wizards of the Coast
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.
No other card is named in this ruling.
- #3· Wizards of the Coast
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.
No other card is named in this ruling.
Legal formats
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Meta decks with Krang, the All-Powerful
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne