Well! Isn't this fun? Drawing cards is something many players would consider extremely pleasing--so with this deck, the idea is to draw as many as possible, whether that means casting simple draw spells like Harmonize, using Rhystic Study to get cards from others' spells, or casting a Whirlpool Warrior or the like to draw cards equal to the cards in your hand. Cards like Psychosis Crawler, Chasm Skulker, and Horizon Chimera were destined to be in this sort of deck, as you'll be often drawing over a hundred cards each game.

Here, see if I can show you the ropes.

This is pretty simple. Like all other decks, permanents are the most important thing to have around first. If you can get your hands on anything that benefits from card draw, play those early to reap as many rewards as possible. If you have a cheap disruption spell in hand, maybe you want to stick with the early control strategy so that you can stabilize your board. Wait for cards with etb-effects, cards that create card draw, and most instant and sorcery draw spells for when you can get the most out of them--but of course, never hold back if you're in a position where you desperately need to use one.
As you build up your board, pay attention (as always) to what deck has the most power over the others. If there's a permanent-based strategy taking control, keep Cyclonic Rift around for when it becomes problematic. If you can see a deck that's obviously building up for infinite combos (I hope you never run into one of these people), hit one of the key cards with Beast Within once it's about to go off. If there's a creature-based Overrun strategy about to go after you, feel free to attack someone else--just leave open mana for Dramatic Reversal. Card draw should keep your hand full of useful cards, or have the ability to cycle a useless hand. Windfall and creatures with "Whirlpool" in their names are good ways to do that--and Arjun, the Shifting Flame does that every time you cast a spell.
By now, you should have at least two cards on the battlefield that can benefit from card draw. To close out, the best option available is Enter the Infinite. For a massive twelve mana, you can draw your entire library. Naturally, this will mean instant death for most players if you have out Niv-Mizzet, but it's surprising that even hitting the benefit of Sphinx's Tutelage or Chasm Skulker won't immediately win you the game. No, it's Laboratory Maniac that will often be the final word in this case. Cast him, and you're assured an instant victory if you can draw but two cards--something this deck is built for doing at least twice as much of every turn during the late game. And if you just want to cast that for the triggers, do it over with a whirlpool effect--you can discard down to seven and use Elixir of Immortality afterwards.
As your commanders, Kydele and Kraum do their best to give you some card advantage and ramp at the same time. Kraum should provide you with a constant source of card draw, and has a secondary job as a hasty air threat; Kydele increases the amount of spells you can cast by allowing you to spend mana equal to the amount of cards you drew this turn. Kruphix, God of Horizons allows you to save that mana for another time--making her ability even more useful. Try drawing as many cards as you can before tapping her, because you wouldn't want to miss out on all that extra mana!

Kraum is red-blue, which means he will be harder to get out due to the relative lack of red mana available. That being said, his higher mana cost will mean you'll have more time to get that red mana to cast him. Neither of these commanders is extremely powerful in their own right, so they are less likely to be targeted by removal. While this isn't a bad thing, rather cards that you want out like Psychosis Crawler will be more likely do be done in by an opponent--even more than they would be otherwise, which often isn't a negligible amount of times.

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Date added 6 years
Last updated 6 years
Exclude colors WB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

38 - 0 Rares

21 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.50
Tokens Beast 3/3 G, Drake 2/2 U, Squid 1/1 U
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