665
4/11/2023
Kruphix: colorless conundrums
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $9610.32
Salt Sum: 81.67
No deck tags
665
4/11/2023
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Commander

Quantity: 1Price: $13.99
Kruphix, God of Horizons

Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.

Creature Enchantment
Kruphix, God of Horizons (sld) 73
1

Big Bois

Quantity: 8Price: $534.92
Blightsteel Colossus

Trample, infect, indestructible If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.

Creature Artifact
Blightsteel Colossus (2xm) 357
1
Emrakul, the Promised End

This spell costs {1} less to cast for each card type among cards in your graveyard. When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn. Flying, trample, protection from instants

Creature
Emrakul, the Promised End (pemn) 6s
1
Jin-Gitaxias, Core Augur

Flash At the beginning of your end step, draw seven cards. Each opponent's maximum hand size is reduced by seven.

Creature
Jin-Gitaxias, Core Augur (nph) 37
1
Kozilek, Butcher of Truth

When you cast this spell, draw four cards. Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.) When Kozilek, Butcher of Truth is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

Creature
Kozilek, Butcher of Truth (puma) U3
1
Kozilek, the Great Distortion

When you cast this spell, if you have fewer than seven cards in hand, draw cards equal to the difference. Menace Discard a card with mana value X: Counter target spell with mana value X.

Creature
Kozilek, the Great Distortion (ogw) 4
1
Ulamog, the Ceaseless Hunger

When you cast this spell, exile two target permanents. Indestructible Whenever Ulamog, the Ceaseless Hunger attacks, defending player exiles the top twenty cards of their library.

Creature
Ulamog, the Ceaseless Hunger (pbfz) 15s
1
Ulamog, the Infinite Gyre

When you cast this spell, destroy target permanent. Indestructible Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.) When Ulamog, the Infinite Gyre is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

Creature
Ulamog, the Infinite Gyre (puma) U4
1
Void Winnower

Your opponents can't cast spells with even mana values. (Zero is even.) Your opponents can't block with creatures with even mana values.

Creature
Void Winnower (bfz) 17
1

Big draws

Quantity: 5Price: $399.45
Consecrated Sphinx

Flying Whenever an opponent draws a card, you may draw two cards.

Creature
Consecrated Sphinx (mp2) 8
1
Dig Through Time

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.

Instant
Dig Through Time (sld) 97
1
Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Enchantment
Rhystic Study (j18) 7
1
Time Spiral

Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.

Sorcery
Time Spiral (usg) 103
1
Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Sorcery
Windfall (c15) 111
1

Board wipe

Quantity: 4Price: $160.96
All Is Dust

Each player sacrifices all permanents they control that are one or more colors.

Sorcery Tribal
All Is Dust (pgpx) 2013b
1
Bane of Progress

When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.

Creature
Bane of Progress (cc1) 3
1
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (2xm) 339
1
Ugin, the Spirit Dragon

+2: Ugin, the Spirit Dragon deals 3 damage to any target. −X: Exile each permanent with mana value X or less that's one or more colors. −10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.

Planeswalker
Ugin, the Spirit Dragon (med) WS1
1

Counter

Quantity: 8Price: $655.42
Arcane Denial

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.

Instant
Arcane Denial (cmr) 630
1
Cryptic Command

Choose two — • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.

Instant
Cryptic Command (p09) 1
1
Fierce Guardianship

If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.

Instant
Fierce Guardianship (c20) 35
1
Force of Negation

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
Force of Negation (mh1) 52
1
Force of Will

You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.

Instant
Force of Will (mp2) 14
1
Mana Drain

Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.

Instant
Mana Drain (j16) 2
1
Pact of Negation

Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Instant
Pact of Negation (mp2) 16
1
Swan Song

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Swan Song (ths) 65
1

Draw/Filter

Quantity: 13Price: $739.38
Brainstorm

Draw three cards, then put two cards from your hand on top of your library in any order.

Instant
Brainstorm (a25) 46
1
Fact or Fiction

Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.

Instant
Fact or Fiction (f05) 6
1
Gitaxian Probe

({U/P} can be paid with either {U} or 2 life.) Look at target player's hand. Draw a card.

Sorcery
Gitaxian Probe (f12) 12
1
Jace, the Mind Sculptor

+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library. 0: Draw three cards, then put two cards from your hand on top of your library in any order. −1: Return target creature to its owner's hand. −12: Exile all cards from target player's library, then that player shuffles their hand into their library.

Planeswalker
Jace, the Mind Sculptor (med) WS3
1
Jace, Vryn's Prodigy

Creature
Jace, Vryn's Prodigy // Jace, Telepath Unbound (v17) 12Jace, Vryn's Prodigy // Jace, Telepath Unbound (v17) 12
1
Mystical Tutor

Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.

Instant
Mystical Tutor (ema) 62
1
Narset, Parter of Veils

Each opponent can't draw more than one card each turn. −2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Planeswalker
Narset, Parter of Veils (pwar) 61s★
1
Ponder

Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.

Sorcery
Ponder (tsr) 315
1
Preordain

Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Sorcery
Preordain (cmr) 640
1
Scroll Rack

{1}, {T}: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.

Artifact
Scroll Rack (mps) 22
1
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put Sensei's Divining Top on top of its owner's library.

Artifact
Sensei's Divining Top (v09) 10
1
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (cm1) 17
1
Teferi, Master of Time

You may activate loyalty abilities of Teferi, Master of Time on any player's turn any time you could cast an instant. +1: Draw a card, then discard a card. −3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) −10: Take two extra turns after this one.

Planeswalker
Teferi, Master of Time (m21) 281
1

Lands

Quantity: 35Price: $2709.65
Alchemist's Refuge

{T}: Add {C}. {G}{U}, {T}: You may cast spells this turn as though they had flash.

Land
Alchemist's Refuge (plst) AVR-225
1
Ancient Tomb

{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.

Land
Ancient Tomb (exp) 36
1
Barkchannel Pathway

Land
Barkchannel Pathway // Tidechannel Pathway (khm) 290Barkchannel Pathway // Tidechannel Pathway (khm) 290
1
Breeding Pool

({T}: Add {G} or {U}.) As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Breeding Pool (exp) 15
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (cmd) 269
1
Dryad Arbor

(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")

Creature Land
Dryad Arbor (v12) 5
1
Eldrazi Temple

{T}: Add {C}. {T}: Add {C}{C}. Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.

Land
Eldrazi Temple (ddp) 68
1
Flooded Grove

{T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.

Land
Flooded Grove (exp) 35
1
Flooded Strand

{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (exp) 16
1
Forest

({T}: Add {G}.)

Land
Forest (und) 96
6
Island

({T}: Add {U}.)

Land
Island (und) 90
6
Mana Confluence

{T}, Pay 1 life: Add one mana of any color.

Land
Mana Confluence (jou) 163
1
Minamo, School at Water's Edge

{T}: Add {U}. {U}, {T}: Untap target legendary permanent.

Land
Minamo, School at Water's Edge (plst) CHK-279
1
Misty Rainforest

{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (exp) 25
1
Polluted Delta

{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (exp) 17
1
Prismatic Vista

{T}, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (mh1) 244
1
Scalding Tarn

{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (exp) 22
1
Scavenger Grounds

{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Land
Scavenger Grounds (hou) 182
1
Strip Mine

{T}: Add {C}. {T}, Sacrifice Strip Mine: Destroy target land.

Land
Strip Mine (exp) 43
1
Tropical Island

({T}: Add {G} or {U}.)

Land
Tropical Island (3ed) 288
1
Verdant Catacombs

{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (exp) 23
1
Wasteland

{T}: Add {C}. {T}, Sacrifice Wasteland: Destroy target nonbasic land.

Land
Wasteland (exp) 45
1
Waterlogged Grove

{T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice Waterlogged Grove: Draw a card.

Land
Waterlogged Grove (mh1) 249
1
Windswept Heath

{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (exp) 20
1
Wooded Foothills

{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (exp) 19
1

Ramp

Quantity: 18Price: $4031.62
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (sld) 589
1
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (pm11) 165★
1
Chrome Mox

Imprint — When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand. {T}: Add one mana of any of the exiled card's colors.

Artifact
Chrome Mox (mps) 9
1
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on Everflowing Chalice.

Artifact
Everflowing Chalice (f11) 1
1
Eye of Ugin

Colorless Eldrazi spells you cast cost {2} less to cast. {7}, {T}: Search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.

Land
Eye of Ugin (exp) 38
1
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (f13) 3
1
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (mbs) 81
1
Joraga Treespeaker

Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/2 {T}: Add {G}{G}. LEVEL 5+ 1/4 Elves you control have "{T}: Add {G}{G}."

Creature
Joraga Treespeaker (roe) 190
1
Lotus Cobra

Landfall — Whenever a land enters the battlefield under your control, add one mana of any color.

Creature
Lotus Cobra (pgpx) 2012b
1
Mana Crypt

At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. {T}: Add {C}{C}.

Artifact
Mana Crypt (mps) 16
1
Mana Vault

Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.

Artifact
Mana Vault (mps) 17
1
Mox Diamond

If Mox Diamond would enter the battlefield, you may discard a land card instead. If you do, put Mox Diamond onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add one mana of any color.

Artifact
Mox Diamond (v10) 10
1
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (gvl) 17
1
Seedborn Muse

Untap all permanents you control during each other player's untap step.

Creature
Seedborn Muse (cc1) 4
1
Selvala, Heart of the Wilds

Whenever another creature enters the battlefield, its controller may draw a card if its power is greater than each other creature's power. {G}, {T}: Add X mana in any combination of colors, where X is the greatest power among creatures you control.

Creature
Selvala, Heart of the Wilds (cn2) 70
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (mps) 24
1
Three Visits

Search your library for a Forest card, put it onto the battlefield, then shuffle.

Sorcery
Three Visits (cmr) 686
1
Uro, Titan of Nature's Wrath

When Uro enters the battlefield, sacrifice it unless it escaped. Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Creature
Uro, Titan of Nature's Wrath (sld) 222
1

Single Target

Quantity: 5Price: $184.95
Capsize

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand.

Instant
Capsize (mp2) 32
1
Krosan Grip

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Destroy target artifact or enchantment.

Instant
Krosan Grip (f10) 8
1
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (tsr) 364
1
Oko, Thief of Crowns

+2: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") +1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3. −5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.

Planeswalker
Oko, Thief of Crowns (eld) 271
1
Reality Shift

Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)

Instant
Reality Shift (ugin) 46
1

Utility

Quantity: 3Price: $179.98
Crucible of Worlds

You may play lands from your graveyard.

Artifact
Crucible of Worlds (mps) 11
1
Snapcaster Mage

Flash When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Creature
Snapcaster Mage (puma) U5
1
Tamiyo, Collector of Tales

Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents. +1: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard. −3: Return target card from your graveyard to your hand.

Planeswalker
Tamiyo, Collector of Tales (pwar) 220s★
1

Deck Stats

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Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"General Info "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWelcome to "},{"insert":{"card-link":"Kruphix, God of Horizons"}},{"insert":" , where big green ramp is protected by blue magic. And then Eldrazi come in and smash things to bits. The game plan of the deck is to ramp quickly, play big creatures, then beat opponents to death. Plan B is to cast a very large X draw spell on them and have them draw their deck. And if that all fails, plan C is to stop any other spells from resolving. Kruphix was the first deck that I built from scratch, and it has grown and changed alongside my playstyle.\n\n"},{"attributes":{"bold":true},"insert":"Why Kruphix?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best things about Kruphix is that fact that he’s a GOD. Aka, once he gets on the battlefield, he’s here to stay. Indestructible limits the ways that people can remove him (exile, bouncing, forced sacrifice are some of the few), and the fact that he is often just an enchantment actually helps him survive. There is a limited amount of indestructible enchantment removal, and having blue in the color identity provides access to counterspells to stop the few spells that may remove indestructible enchantments. This makes it safer to build around his ability, and not have to worry too much about having the commander removed.\n\nHis first ability, no maximum hand size, allows you to hold up 20 cards in your hand, and not have to discard them all at the end of turn. This lets you play "},{"insert":{"card-link":"Stroke of Genius"}},{"insert":" or "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" for a lot of mana, and not have to discard all of the cards later. \n\nThe ability that this deck really abuses, however, is the fact that he can hold mana as colorless mana rather than having it disappear after phases. This makes it so that you can store a ton of mana between turns, and then use that mana to throw out big scary threats one after the other. Or you can be an evil mastermind and bluff to your heart’s content.\n \n"},{"attributes":{"underline":true,"bold":true},"insert":"Playing The deck"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ramp hard, either with spells like rampant growth, farseek, cultivate, or with mana rocks like "},{"insert":{"card-link":"Mana Vault"}},{"insert":" , "},{"insert":{"card-link":"Mana Crypt"}},{"insert":" , or "},{"insert":{"card-link":"Sol Ring"}},{"insert":" . Getting Kruphix out as early as possible is usually the right way to go. Spells like "},{"insert":{"card-link":"Ponder"}},{"insert":" , "},{"insert":{"card-link":"Preordain"}},{"insert":" , and "},{"insert":{"card-link":"Brainstorm"}},{"insert":" help make the early draws as smooth as possible. "},{"insert":{"card-link":"Scroll Rack"}},{"insert":" is another way of getting rid of any really big cards early on, or if you have a garbage hand, just put it on the top of the library and get lots of new cards. Usually a fetchland or land-based ramp spell will be in there, and you can use that to push the junk cards away. The best things about these cards are that they can also be used to cheaply smooth out the draws in the late game as well.\n\n"},{"attributes":{"bold":true},"insert":"Mid and Late Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use countermagic and other such spells to control the board while you put lots of mana into Kruphix’s mana battery. This mana can then later be used for big scary eldrazi, like "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" , "},{"insert":{"card-link":"Ulamog, the Ceaseless Hunger"}},{"insert":" , and others. Also, the elder dino Nezahal can hold it’s own, as well as protect itself. These spells get much easier to cast once Omniscience is up and running, which is usually able to be cast early on with the plentiful amount of mana. Meanwhile, cards like "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" work with Kruphix to generate lots of mana to save up to cast those big spells. This mana can also be used to cast big X spells like "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" /"},{"insert":{"card-link":"Stroke of Genius"}},{"insert":" However, "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" and the big creatures usually paint a big target on your head. This is where the counterspells and other protection come back in, and let you secure your boardstate for the win.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Choice of Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Artifacts"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Mana Crypt"}},{"insert":" , "},{"insert":{"card-link":"Sol Ring"}},{"insert":" : Some of the fastest mana in the format, amazing in the early game, but also good for the late game. Sol ring is extremely good for turn 1 or for any other turn where you don’t need the colored mana. Mana crypt is best saved for the turn where you want to play the big spell. Or if you want to flex your turn 1 cultivate.\n\n"},{"insert":{"card-link":"Mana Vault"}},{"insert":" : It’s a great turn one play so you can play Kruphix turn 2, or other things. Even if you can't untap it for a while, it is still a very good colorless one-time effect.\n\n"},{"insert":{"card-link":"Mox Diamond"}},{"insert":": While it is technically card disadvantage, the fact that it can come out turn 1 and not to cost mana is really nice for casting spells quickly. Plus it plays very well with Crucible of Worlds.\n\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" : Speaking of Crucible, this is just a very all-around good card. Whether it is using fetch lands over and over again, getting back a land someone blew up, or ruining someone's day by looping wasteland/ghost quarter, crucible has many different uses.\n\n"},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":", "},{"insert":{"card-link":"Scroll Rack"}},{"insert":" : Good for digging through your deck, fetchlands make these really shine.\n\n"},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" : A flexible rock that works well with Kruphix’s mana battery potential. You can cast it with 1 counter early on so you can cast your early threats, or you can spend 10 mana and make a mana rock that taps for 5.\n\n"},{"insert":{"card-link":"Chrome Mox"}},{"insert":" : one of the 0 mana rocks, so it's really good for getting kruphix out fast. However, it comes at the cost of exiling a colored card.\n\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":" : an excellent 2 mana rock, can tap for either color and comes out quick.\n\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" : Mana dork, excellent for a turn 1 play, but still very useful late game for mana fixing.\n\n"},{"insert":{"card-link":"Nissa, Vastwood Seer // Nissa, Sage Animist"}},{"insert":" : Nissa gets you a forest when it enters the battlefield, so at minimum it replaces itself. If it flips (and since there’s a decent amount of land ramp in this deck, it often does), it gets you a land or a card in hand. Or it can provide a 4/4 in a pinch.\n\n"},{"insert":{"card-link":"Bane of Progress"}},{"insert":" : In a meta where lots of ramp is through artifacts, this is a very good way to clear the board of those. Plus, since Kruphix is indestructible, this doesn't interfere with the commander's plan.\n \n"},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" : Insane card draw. Unless it’s countered or killed during your turn, you’re drawing at least two cards off this thing.\n \n"},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" : One of the win cons of this deck. It’s hard for someone to come back from being mindslavered, even given an extra turn to recover, and then you also have a flying 13/13 with trample and protection from instants to beat up people. This one card has helped me come back from many a defeat\n \n"},{"insert":{"card-link":"Jace, Vryn's Prodigy // Jace, Telepath Unbound"}},{"insert":" : An all star card. Jace can be cast very early in the game, and then can help you draw cards while discarding any that you don't need. Once he flips, his minus 3 ability can be used to cast ramp instants or sorceries again, cast card draw spells again, or use counter spells again, though only on our turn.\n\n"},{"insert":{"card-link":"Uro, Titan of Nature's Wrath"}},{"insert":" : it's growth spiral that can recur itself later on at the cost of 5 cards. Plus it has a 6/6 body attached, that triggers the growth spiral on attack.\n\n"},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" : Similar to Jace in reusing spells, except with snapcaster, the instants can be cast on opponents' turns as well \n\n"},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" A huge creature, draws 4 cards on cast, and annihilator 4, this card can really pack a punch.\n\n"},{"insert":{"card-link":"Kozilek, the Great Distortion"}},{"insert":" : a big beater with evasion and refills your hand if you need it. It also has a built in (albeit narrow) way to counter spells, and since it's an ability, it should hopefully be the final say.\n \n"},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" : This makes it so that any time a land enters under your control, it provides mana, even if the land enters tapped. It also makes it so that lands that don't normally provide mana, such as fetches or Eye of Ugin, can provide mana.\n\n"},{"insert":{"card-link":"Joraga Treespeaker"}},{"insert":" : a one mana dork that, with an initial investment of 2 mana, taps for 2 mana, so the turn you level up it refunds the mana you paid. It hardly ever gets above level 1, but tapping for 2 mana is incredibly helpful. It also can be gotten with green suns zenith at X=1.\n \n"},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" : It may occasionally draw a card, but the real draw of this card is that it also mana fixes and if you have big creatures out, then it makes a ton of mana. At worst, it acts like a filter.\n\n"},{"insert":{"card-link":"Ulamog, the Ceaseless Hunger"}},{"insert":" : Exiles two things on cast, is indestructible, and when it attacks, it exiles 1/5 of the defending player’s cards. Since it's indestructible, it makes a good blocker too if needed.\n \n"},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" : Destroys a permanent on cast, and it has annihilator 4. Also, protects against mill. Also indestructible. The whole shebang\n \n\n"},{"attributes":{"bold":true},"insert":"Enchantments"},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Omniscience"}},{"insert":" : Usually after dropping this, big things drop. If you drop this, prepare to have counterspells cuz opponents don’t like it when you cast things for free.\n \n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" : It either taxes all of your opponents 1 more mana, or it lets you draw an absurd number of cards. Either way it helps you out.\n \n"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" : Digs 3 down in your draw step, and reorder them how you want. If you really want to keep all 3, you can pay 8 life to keep them all.\n\n"},{"attributes":{"bold":true},"insert":"Instants"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Pact of Negation"}},{"insert":" / "},{"insert":{"card-link":"Force of Will"}},{"insert":" : The “zero mana” counterspells, or ones that either require mana later or require exiling a card. While the cost is expensive, when you’re tapped out and an opponent casts a game winning spell, those costs become worth it, so it gives bluffing power.\n \n"},{"insert":{"card-link":"Mana Drain"}},{"insert":" : It's counterspell that gets mana afterwards.\n \n"},{"insert":{"card-link":"Negate"}},{"insert":" : Another less blue intensive counterspell. While it is restricted to noncreatures, it still counters the other types of spells and the deck has other means of dealing with creatures (such as reality shift, Oko, or even bigger creatures).\n\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" : Only hits instants, sorceries, or enchantments, but it is only one mana. It's a very good and cheap way to protect your spells from being countered.\n \n"},{"insert":{"card-link":"Cryptic Command"}},{"insert":" : The blue mages toolbox. It’s a very versatile spell, and a terrible, terrible card to make as a textless promo.\n\n"},{"insert":{"card-link":"Capsize"}},{"insert":" : While it's not as game-breaking without infinite mana, it is a reusable form of removal at instant speed that hits any type of permanent.\n\n"},{"insert":{"card-link":"Reality Shift"}},{"insert":" : cheap removal and exiles creatures so that they stay gone. Even though the opponent manifests the top card, odds are it isn't a creature that is more troubling than what was exiled. And if it's a non-creature, that means that it's stuck as a 2/2 so they can't cast that one either.\n\n"},{"insert":{"card-link":"Nature's Claim"}},{"insert":" : Super cheap artifact and enchantment removal. Even though the opponent gains 4 life, the life is then sucked away when they are attacked by a massive eldrazi.\n\n"},{"insert":{"card-link":"Krosan Grip"}},{"insert":" : It's a little more expensive artifact/enchantment removal, but it has split second, so the opponents can't activate any abilities or cast spells to stop it, letting it almost always goes through.\n \n"},{"insert":{"card-link":"Brainstorm"}},{"insert":" : Draw the top three cards of your deck, then put what you don’t need in from your hand in its place. Can be used with fetches to shuffle unwanted cards away.\n \n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" : Get whatever instant or sorcery you need and put it on the top of your library. Can be counterspells, draw spells, or even ramp. It combos with Time Stretch/temporal manipulation and Seasons Past for infinite turns (the one infinite in the deck that I know of, and it’s only in because all the cards are amazing on their own too).\n \n"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" : Wipe everyone else’s board, at instant speed, and bathe in their salty tears.\n \n"},{"insert":{"card-link":"Stroke of Genius"}},{"insert":" , and "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" : The various instant speed draw X spells. Really good way to use up the mana that Kruphix has stored. I typically like to cast these at the end step of the person before.\n\n"},{"attributes":{"bold":true},"insert":"Planeswalkers"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":" : He may be a lot of mana, but Ugin is such a powerhouse that it’s worth it. His +2 can kill a mana dork or something with toughness 3 or less, but his –X ability is where he shines: he can wipe the board of colored permanents with CMC X or less. Sure, that includes your stuff, but this is a super hard reset in case an opponent gets really scary.</li>\n\n"},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":" : Prevents opponents from drawing more cards, and if you’re strapped for card draw, lets you dig for a non-creature non land card.\n\n"},{"insert":{"card-link":"Tamiyo, Collector of Tales"}},{"insert":" : The static ability is solid protection, but the +1 really lets us dig (plus it pairs well with library manipulation like sensei’s top and scroll rack). The -3 adds even more value by letting us pick something we need from the graveyard, whether it’s from us using it, someone else killing it, or Tamiyo throwing it there by accident.\n\n"},{"insert":{"card-link":"Oko, Thief of Crowns"}},{"insert":" : The +1 is where this card truly shines; it lets us make an opponents big scary creature or artifact into a 3/3 elk. The other abilities are more niche, but they can come in handy if needed.\n\n"},{"insert":{"card-link":"Jace, the Mind Sculptor"}},{"insert":" : While he is nowhere near as powerful in multiplayer as he is in 1v1, he still provides a lot of utility in that he can brainstorm for what you want, or bounce a creature to its owner’s hand. In multiplayer, he will die very quickly, so use him wisely; but if you get him out in any sort of 1v1 scenario, he’s a force to be reckoned with.\n\n"},{"attributes":{"bold":true},"insert":"Sorceries"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"The Great Aurora"}},{"insert":" : A board wipe in green that also disrupts hands. While it is expensive, it completely and utterly resets the board. With all of the card draw in this deck, this spell typically draws over 15-20 cards, and often more. Plus any mana that was floating before stays floating after this is cast, which can be used for any big spells in hand. An all star in this deck.\n \n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" : Looks into someone else's hand and draws a card. Plus you get to use the joke \"I'm probing you\". All for the low low cost of 2 life. \n \n"},{"insert":{"card-link":"Cultivate"}},{"insert":": Cultivate ramps you on the field, plus puts another land into your hand for later. It’s solid for mana fixing and ramp. \n\n"},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":", "},{"insert":{"card-link":"Farseek"}},{"insert":": Two mana ramp. Farseek and Nature’s Lore get out "},{"insert":{"card-link":"Breeding Pool"}},{"insert":" , "},{"insert":{"card-link":"Tropical Island"}},{"insert":" or an Island or Forest respectively, with Nature’s lore having the benefit of coming in untapped. Rampant Growth can get either a Forest or Island. Solid for advancing your game plan\n \n"},{"insert":{"card-link":"Ponder"}},{"insert":", "},{"insert":{"card-link":"Preordain"}},{"insert":" : One mana library manipulation spells, great for early game setting up and still good for late game draw fixing.\n \n"},{"insert":{"card-link":"Seasons Past"}},{"insert":" : Lets you get a bunch of cards from your graveyard, and it puts itself neatly at the bottom of your library so you can use it again later. It can go infinite with Mystical tutor and Time Stretch.\n \n"},{"insert":{"card-link":"Time Spiral"}},{"insert":" : If your hand is full of junk, it’s a good way to send it into your library. It also untaps 6 lands once it resolves, so it pays for itself. With Narset on the field, it shuffles your opponents' hands away and leaves them with a single card.\n\n"},{"insert":{"card-link":"Echo of Eons"}},{"insert":" : Does a similar role as Time spiral, but you can cast it again later for 3 mana if you need to. Also works with Narset to make opponents sad.\n \n"},{"insert":{"card-link":"Time Stretch"}},{"insert":" : 10 mana is easy to reach in this deck, and it gets us two turns as a big payout. Goes infinite with Mystical Tutor and Season’s Past.\n\n"},{"insert":{"card-link":"All Is Dust"}},{"insert":" : Colorless board wipe. It also makes everyone sacrifice their permanents, so it gets around indestructible. Plus, many big creatures we have are colorless so this doesn't affect them.\n\n"},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" : another extra turn card. Getting to 5 in this deck is very easy, and can be used to accumulate more mana, get more cards, or just stall. Plus it doesn't exile itself, so it can be recurred with Seasons Past.\n\n"},{"insert":{"card-link":"Temporal Mastery"}},{"insert":" : While it does normally cost 7 mana, top deck manipulation such as scroll rack and brainstorm can be used to cast this for only 2 mana. Mystical tutor also is a good way to do this. It does exile after cast, so it's not abusable, but it is still a strong effect.\n\n"},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" : Fetches a whole suite of green creatures to be used for utility and mana. If this is in hand turn 1, it can be used as a ramp spell by fetching Dryad Arbor. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Some Combos/Synergy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMystical Tutor + Sensei's Divining Top + Force of Will/other spell: Can counter a spell at any point with only one mana, or, if opponents don't cast anything, can be used to get Genesis Wave or any other instant/sorcery you see fit\n\nMystical Tutor early on: can be used as a ramp spell\n\nSeasons Past + Mystical Tutor + Counterspell + Force of Will + Omniscience: Repeating counterspells for days\n\nSeasons Past + Mystical Tutor + Time Stretch/Temporal Manipulation: Infinite Turns\n\n"},{"attributes":{"underline":true},"insert":"Notable"},{"attributes":{"underline":true,"bold":true},"insert":" exclusions"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" : As much as drawing tons of cards seems like laboratory maniac’s thing, I’ve always found him to be a dead draw, as he always pops up early game when I don’t need him. "},{"insert":{"card-link":"Jace, Wielder of Mysteries"}},{"insert":" is a similar thing; while he draws a card, he doesn’t do much until he’s winning.\n \n"},{"insert":{"card-link":"Enter the Infinite"}},{"insert":" : Paints a big target, and it feels like a win-more type of card in this deck. If I am able to cast it, usually I’m already in a good spot. Or I have it in hand, and don't have a way to cast it and do what i want. Either way, I haven’t found it to be super useful.\n\n"},{"insert":{"card-link":"Doubling Cube"}},{"insert":": Similar to Enter the Infinite, when I have had enough mana to make doubling cube worthwhile, I'm already in a good spot. Or i don't have enough mana to activate it, and it just eats removal.\n\nHow to make this deck more budget-friendly\nThe biggest thing with Kruphix is that you want to have lots of cheap ramp spells, fat things to use the mana for, and some counterspells/other forms of protection for your threats.  The big eldrazi can get kind of expensive, so hydras, leviathans, or other big creatures can be a good substitute. Overall though, Kruphix is a very flexible commander, and he can lend himself to other decent budget-friendly builds.\n\nApologies if the decklist and the deck description dont quite sync up...I try to keep them both up to date, but sometimes I forget to update the description when swapping cards\n"}]}
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