Kang the Conqueror
MSH · mythic · Released 2026-06-26
Power
Tier shown as baseline → best-case (in its ideal shell).
Derived from the 7 atoms below.
above rate
meaningful alone
fits anywhere
can take over a game
multiple modes
broadly useful
easily answered
Commander Bracket
Archetypes
Roles
Risks
Mechanics
Typal
—
Structural
Rationale
Kang is a 4cmc 4/5 flyer in blue — already a threat by stats alone — whose one-shot power-up ability grants an extra turn at the cost of {5}{U}{U}{U} (reduced to {5}{U}{U} if he entered this turn, since his mana cost is {2}{U}{U}). Extra turns are bracket-3+ territory and the pip-heavy activation limits him to dedicated blue control/midrange shells. In Brawl (1v1, 25 life) his 4/5 flying body closes games faster, making him tier-1 there; in multiplayer Commander the one-time activation and high cost keep him at tier-2.
Learnings (3)
The power-up cost reduction applies his mana cost ({2}{U}{U}) to the activation cost, so if Kang entered this turn the extra-turn ability costs {5}{U}{U} instead of {5}{U}{U}{U} — a meaningful discount that makes turn-4 play into turn-5 activation feasible in ramp shells.
tagging · claude-sonnet-4-6
The power-up ability is a one-time activated ability (mech-exhaust equivalent — each power-up activates only once ever), so unlike most extra-turn effects it cannot be repeated even with untap effects or cost reduction.
tagging · claude-sonnet-4-6
During the extra turn granted by the power-up, power-up abilities across ALL permanents can't be activated — a subtle anti-synergy if opponents also control Marvel/power-up cards.
tagging · claude-sonnet-4-6
Popularity
- EDHREC rank: #26,511