Reveal the top six cards of your library. Put up to three enchantment cards from among them into your hand and the rest of the revealed cards into your graveyard.
Printings View all
|Commander 2018 (C18)||Common|
|Journey into Nyx (JOU)||Common|
Combos Browse all
|Commander / EDH||Legal|
Kruphix's Insight occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Kruphix's Insight Discussion
1 week ago
Barbarian_Sun_Pope: I had considered Idyllic tutor, and have run budget replacements for it in the past (such as Kruphix's Insight ), but over time, I've found that they're largely unnecessary. Basically, mulligan until you get something that'll give you card draw in exchange for enchantments, and you're usually well enough off.
That said, the cost of one copy of that card is more than the cost of the rest of the deck, so it'd be a little lopsided XD
1 month ago
Cut Autumn's Veil for Heroic Intervention ? Not sure how relevant the counterclause is, as they can just counter autums veil itself. While I understand baiting counters is important, I think sacrificing that piece of redundancy (as previously mentioned, you already have some ways of dealing with blue). Heroic intervention functions to stop spot removal through hexproof similar to autum, but not just black/blue cards, it also provides indestructible which helps acts as an anti-boardwipe.
Ground Seal - Idk the meta, but could be worth running. It does replace itself which is nice
2 months ago
Maybe to chase up Genju of the Realm faster and start the shenanigans sooner, trys some easy gambles like Commune with the Gods or Benefaction of Rhonas to catch that or a useful creature. Perhaps even Kruphix's Insight if you all-in on finding only enchantments?
2 months ago
The coolest strength from within deck I ever saw was a Screams from Within list. Naturally, that isn't playable in pioneer, but many tools like Nighthowler Renowned Weaver , Commune with the Gods / Kruphix's Insight exist, and some pseudo 'repeatable' enchantments like Demonic Vigor / Kaya's Ghostform / Journey to Eternity Flip, Mana Bloom / Talons of Wildwood / Vineweft are.
The question hanging over the deck is speed when facing 3 drop walkers. Playing a ramp shell offers a lot for that, but its likely you'll need a hefty disruption package in there somewhere, or some insane value.
2 months ago
Actually, your comment made me think that I needed to sit down and reevaluate how much removal, protection, and card draw I have in my deck. So I spent the afternoon making custom categories for it so I could see it all laid out. I just got my deck in the other day and have played it against my husband a couple times. Feels good so far, but I think a couple of the changes you recommended could be good! I think I will definitely switch out Soul Snare . Thank you!
KreaHoch: I was actually just looking at All That Glitters the other day. I made this deck before Throne of Eldraine came out and was going back and forth on whether I wanted to order the cards for this deck or for the Yarok Deck I'm working on first. Anyway, I just ordered it and I'm definitely swapping it in. Thank you!
2 months ago
Ah, yes! Enchantment strategies are far too enjoyable, so an excellent choice in deck! I do have some recommendations for this beauty.
Soul Snare can be a bit restrictive on what it can remove, so Kenrith's Transformation can shut down a commander for some time, and replaces itself. Journey to Nowhere , Banishing Light , and Oblivion Ring can be of aid, as well.
Shielded by Faith will defend crucial creatures and swap onto the commander when it's time.
And Worship keeps you in the game when you shouldn't be.
Kruphix's Insight and Commune with the Gods are terribly efficient draw spells to keep a deck churning. For auras, Sram, Senior Edificer , Umbra Mystic , and Kor Spiritdancer are fantastic, and Open the Armory can fetch some. Nevermore is also great for locking out commanders, or other cards if you'd like.
'Tis everything of note, my liege.
4 months ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?