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Legendary Creature — Illusion
{W}{B}: Destroy target creature blocking or blocked by Cromat. {U}{R}: Cromat gains flying until end of turn. {B}{G}: Regenerate Cromat. {R}{W}: Cromat gets +1/+1 until end of turn. {G}{U}: Put Cromat on top of its owner's library.
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“Five-color toolbox commander that can't be permanently removed.”
Cromat is a five-color toolbox commander that survives almost anything through versatility and protection. Your deck wants to abuse Cromat's activated abilities—especially the regeneration and bounce—while building around a 5/5 body that can handle multiple combat scenarios. The core gameplan is to stick Cromat early, protect it with mana-intensive abilities, and leverage the fact that it's incredibly hard to remove permanently. You win through commander damage, using Cromat's evasion and pump abilities to push through over time.
Since Cromat demands lots of colored mana in multiple combinations, you'll focus on consistent five-color ramp (signets, dorks, cultivate effects) and utility lands that produce all colors. The deck should include recursion and blink effects to maximize the bounce ability, reanimation to recover from wraths, and anthems to make your 5/5 even more threatening. Defensive interaction helps you stabilize while setting up Cromat as an inevitable clock that opponents can't meaningfully answer.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey dual lands—use basic-friendly ramp like Cultivate, Kodama's Reach, and three-color signets (Azorius, Grixis, Gruul); Chromatic Lantern is cheaper than Noble Hierarch.
Inclusion = % of Cromat decks running this card. +lift = percentage-point boost over the format average.
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