Introduction:

First and foremost, thank you for taking the time to have a look at my list and read the description! The description isn't fully finished, but if you like the deck or have any suggestions, please be sure to comment below! Welcome to my first, properly written-out EDH deck description for Kruphix, God of Horizons!

I've been working on this Kruphix, God of Horizons list for over two years now, with it initially being a janky, truly casual EDH list before tuning it into the optimised list it is now (still looking for refinements though!). The deck is designed for a tuned multiplayer environment where there is plenty of interaction present and as such, a strong presence of removal, answers, etc.

My main desire for this deck was to be able to effectively play the Eldrazi Titans, who were first being spoiled/released when I was first learning the game and playing with Shadowmoor and Eventide starter decks. This is why Kruphix is the commander, allowing for cumulative ramp whilst being able to protect yourself and blurt out several questions (read: threats) to the table at once. In short, protect your behind before you can consistently chain threats to the table's answers and overwhelm them either over time or in one big combat step.

As mentioned briefly in the introduction, the main reason I chose Kruphix as the commander for the list was because of the rather unique ability of storing mana as phases and steps come and go. This allows for a strategy of "sandbagging" (I use that term loosely) whilst also helping to advance your gameplay as your store mana. Often, the storing of mana also helps represent more counters/removal than you may actually have.

The choice of Simic as the colours was kind of secondhand to having Kruphix as a commander, however both and help provide the ever crucial card draw and mana ramp.

Strengths/Weaknesses of my Kruphix list:

  1. S: Indestructibility and predominantly being an enchantment lead to a nice covering of bases for protection from removal. Kruphix's ability is a major cornerstone to the list and having such protection can at times prove absolutely crucial and serves to be a _god_send.
  2. W: as the base CMC can feel a bit lofty at times. Whilst my meta isn't hyper-aggressive/hyper-fast-combo players, it can still hurt the list in the early game to have to forgo either board development or being able to answer other players' first major plays to either play Kruphix out or to store some mana in the first rotation of the table or two.
  3. S: Being in Simic, the list has access to the best colours for the ever crucial card draw and ramp, as well as having the ability to play some of the more mana-intensive cards/effects with relative ease, such as Expropriate, Jin-Gitaxias, Core Augur (which synergises/combos with Kruphix's no maximum hand size) and the Eldrazi Titans.
  4. W: In my experience, the deck can be a bit difficult to pilot at times, just because you can build a board state as to where you have a lot of abilities, triggers and the like to keep track of. Nowhere near as much as say an optimised Muldrotha, the Gravetide lands list, but a fair amount nonetheless. As such, at times, depending on the player, you may have to take a while just to get everything in order in your head. This period of time lessens over time as your skill increases, and hopefully shouldn't be too big a concern for your playgroup/meta.
  5. S/W: I'm starting this Strength section by explaining that it comes from a weakness developed by this list in particular; The list can, at times, become stale in its wincons. I found this when I was first playing the deck and because I didn't want to change the major wincons of the Titans I added other powerful cards such as the / praetors to help mix it up a bit. However, this still didn't remove the stagnation entirely. As such, I learnt a very interesting lesson about how to make decks both more enjoyable as well as more consistent: Devote a portion of your deck building time/ deck numbers to having different routes to the same/similar end goals. This helps break up the monotony of the deck as well as allowing for a better understanding of your deck(/s in general), hence making a more and longer-lasting enjoyment with one deck. I'd argue that this can be true of any Kruphix deck however, as the ability to store and use large amounts of mana allows for practically any strategy to be functional and/or viable.
  6. W: Kruphix is important to the gameplan and whilst he has a fair amount of incidental protection, he still _can_ and will be removed at times. This can happen when you have a large amount of floating mana and can absolutely suck as well as really put you behind. It isn't a major problem, it's just something to watch out for. Perhaps it serves as reason enough to add some instant speed mana sinks, such as Helix Pinnacle or Dark Depths.

Why you might enjoy Kruphix as a commander:

  1. You're playing , the argued best colour in Magic. Along with this, you've got green's ramp and being a two-colour deck, you're streamlined to be able to take advantage of this as much as possible.

  2. Having a commander which has some inherent protection as well as being a bank for mana allows for so many different strategies, because after all mana is the currency of all of Magic. The list can be played as an infinite combo list, as well as running combo finishers such as Helix Pinnacle or a mana sink to produce infinite tokens.

  3. In extension, this means that the composition of the list can be altered greatly between each brewer/player allowing for individuality, spontaneity and originality.

  4. You get to play big dumb stuff, which is always a plus. Your opponents will also often be more focused on removing the threats that you play rather than Kruphix himself, hence leaving your engine in large part intact.

Why you might not:

  1. You're playing , some people don't like that. Nah, I'm kidding. I only include it as I know some people intentionally stray away from Blue when building their decks.

  2. You're playing powerful cards, and some of the cards have annihilator whilst some of them are Jin-Gitaxias. Some people you play against might not like those cards, and unfortunately there isn't really anything you can do to change their minds. However, the main strategy of the deck to win being quite rapid - 2-3 turns at the very most after amassing an adequate position - will likely offset the lingering of a potentially bitter taste nether mouth.

  3. The deck is fairly dependant upon Kruphix, without them out it can become a slog at times and an uphill battle just to get him out again. Making the list less reliant upon Kruphix doesn't mean it can't be a Kruphix list, it just means you might not find the same potency in his effect as you would otherwise. Also, devotion is a silent worry for the deck; you'll sometimes not want to play certain cards because it'll bring Kruphix up to the required devotion and make him a creature which is a much more fragile place to be than just an enchantment.

  4. The deck is a little light on wincons, and should someone snipe them from you you're likely to be in a tight spot. Along with this, you'll often find that if you play out your hand too early it'll all be removed in a cumulative effort by the others around the table. And if you play it too late, well you've waited too long. A deck which puts a target on its back just by playing the commander it is playing always begins on the back foot and it can be a learning curve to make the deck function effectively and consistently.

Exclusions:

  • Mana Vault, Mana Crypt, Doubling Cube, etc... This is purely budget based, though however i do really that putting them in would result in the deck perhaps drawing even more attention to itself in the early game.

  • Mana Drain - Again purely budget based, but if I had to chose between between one of the artefacts to go in the list and the instant, I'd likely choose Mana Drain.

  • Blightsteel Colossus - This is again partially budget based, however a big lumbering colossus with infect is an extremely high-priority target or most players and asu such is often removed before it does anything as well as potentially leaving someone a bit scorned if they were in a very strong position, only to die to one creature with infect. Admittedly, I'm running Triumph of the Hordes and Corrupted Conscience, but no one's perfect...

  • Prophet of Kruphix - R.I.P.

  • All Hydras - Primordial Hydra is one of my favourite cards ever, but I'm a bit of a glutton when it comes to cost creatures. They're just never big enough to satiate whatever sick need I have for the largest creature possible. As a side note, Walking Ballista was in the list for a while and whilst proved useful at times, was also never big enough for me to justify the intense mana investment and the damage was also never enough to have a large enough impact on the board.

Overperformers:

  • Bribery - We've got enough fatties and powerhouses in our own deck, why do we need more? The long and short of the use of Bribery in this deck is to find a substitute for something that we need at that moment. Such examples would be Urabrask the Hidden for haste and tap-down, any big creature such as Ulamog, Worldspine Wurm or the like, or Sheoldred, Whispering One because it just isn't fun when someone else has her.

  • World Breaker - Whilst not entirely out of place in the list, exile removal for three different kinds of permanents (potentially repeatably) is brilliant and something the deck can at times sorely lack.

  • Endbringer - I'd argue that Endbringer is really underrated in Kruphix lists, providing such versatility on a single creature each player's turn, allowing you to potentially draw three or more extra cards per rotation of the table, or protect yourself if needs be. Also provides a "fun" combo with Corrupted Conscience.

  • Planar Portal - Another definite overperformer at times, getting it down and activating it a couple of times uninterrupted can often mean the game is going to be wrapping upon much sooner rather than later.

  • Wildest Dreams - I've always liked to think that if a card specifically exiles itself after you use it, that should tell you something about its power. In the case of Wildest Dreams, its power is ripe for exploitation in a big mana deck such as this. Consistently fetching back five or more cards is nothing to scoff at.

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Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

33 - 0 Rares

21 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.89
Tokens Elk 3/3 G, Emblem Kiora, the Crashing Wave, Food, Frog Lizard 3/3 G, Kraken 9/9 U, Marit Lage
Folders Friend's decks, Decks that I like, Commander Decks That J'aime, Kruphix, Eldrazi Scouting
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