I am always looking to improve my list and welcome all constructive criticism, questions, and suggestions. I try to get back to all comments as quickly as I am able. Thank you for viewing my Kruphix Lands Matter Primer.

===accordion ===panel: Kruphix's Story “Kruphix is the eldest of the gods. The enigmatic god has dominion over the potential, the distant, and the unseen. Thus, he is seen as an oracle of dreams. He also governs navigation, mystery, and the cycles of time and is the keeper of mysteries that no others are meant to learn.” (Source) ===endpanel ===panel: Why Kruphix

A good general helps the player win but a good deck should be able to function and win without the general. Not only does Kruphix, God of Horizons act like a second Reliquary Tower but he also stores all the extra mana the deck produces for larger spells that help you win. Once Kruphix, God of Horizons is out he is incredibly hard to remove. Anything that destroys enchantments or creatures doesn't work on him. Furthermore most of the time things that exile creatures won't affect him either as he is only a creature when your devotion to green and blue is seven or more. Kruphix, God of Horizons might not quite fit the theme of lands matter but he is a great support general.

You may enjoy lands matter Kruphix if:

  • You are a Johnny player and like the intricate interactions of cards.
  • You like winning out of nowhere with dumping all your mana into Genesis Wave.
  • You like decks that focus on utility early game.
  • You like interacting with your opponents.

You may not enjoy lands matter Kruphix if:

  • You are a Timmy player and prefer the normal big creature eldrazi builds of Kruphix.
  • You find having 20 plus cards on board confusing.
  • You like faster combo decks that go off sooner (read: you are a cEDH player).
  • If all your friends are new players and are running Precons.
===endpanel ===panel: Other Options

Other lands matter generals you might want to consider.

Thrasios, Triton Hero: Commonly seen in cEDH as an outlet for infinite mana. This general can open up lands matter to more color options. However the danger with running him is to make sure the deck doesn't slip into good stuff rather then lands matter.

Tatyova, Benthic Druid: A very good alternative general to Kruphix. Tatyova gives you tons of card draw with the downside of making Planar Portal, Tooth and Nail, Genesis Wave, and Finale of Devastation harder to pull off. I personally prefer to run Tatyova in the 99.

Lord Windgrace: Lands matter utilizing the graveyard. This deck tends to uses mass land destruction to set everyone back to the stone age. Lord Windgrace is used to reestablish a board presence afterwards.

Omnath, Locus of Rage: Most people's go to general for lands matter and a strong general overall however without blue you lose counterspells and some of the combo potential. It is nice having landfall payoff sitting in the command zone however.

Karametra, God of Harvests: Again without blue you lose counterspells and some of the combo potential however you do get better removal in white. You also get Knight of the Reliquary.

===endpanel ===panel: Deck History

Lands matter started becoming popular in the Zendikar block with the introduction of the keyword landfall. It has also become popular in modern with Titanshift and now Amulet Titan. The strategy is very much so viable in EDH as well.

A friend of mine in college (around 6 years ago) came up with the rough draft of this deck. He ran Edric, Spymaster of Trest as the general and used that general as card draw and a deterrent from early attacks. He was also the one who suggested changing the general to Kruphix, God of Horizons a few years after I bought the deck from him. I have made many changes to his list over time. The big one being that the deck was originally mostly moonfolk tribal. However over time the moonfolk I run got whittled down to only the best two for more consistent land bounce like Mana Breach and Sunder. I also added in more player interaction in the form of counterspells and removal.

===endpanel ===panel: How To Win

Step 1: Play early game ramp like Sakura-Tribe Scout, Exploration, and Cultivate.

Step 2 (Optional): Cast Kruphix, God of Horizons and start saving your mana.

Step 3 (Optional): Cast Genesis Wave for all the mana you have available or cast Tooth and Nail entwined.

Step 4 (Optional): Set up a counter lock with Soratami Savant.

Step 5: Get Avenger of Zendikar or Rampaging Baloths into play.

Step 6 (Optional): Rite of Replication kicked on Avenger of Zendikar or Rampaging Baloths

Step 7: Ramp more. Win off of the tokens from Avenger of Zendikar or Rampaging Baloths

===endpanel ===panel: Back Up Infinite Combo Plan Use Walking Atlas or Sakura-Tribe Scout with Retreat to Coralhelm to the creature when a land ETBs. It also needs Oboro, Palace in the Clouds or Meloku the Clouded Mirror to return the land for . You then win off of the Meloku's 1/1 tokens or another landfall trigger discussed in the 'How To Win' section. Ghost Town also works in place of Oboro, Palace in the Clouds or Meloku the Clouded Mirror but can only be used on an opponents turns but it will produce infinite colorless mana as it returns for . ===endpanel ===panel: Card By Card Analysis

Several people have suggested cutting Planar Portal for Planar Bridge both in person and online. I would be inclined to agree if I wasn't running Seedborn Muse, Alchemist's Refuge, and Leyline of Anticipation. This deck plays more like a combo deck then your normal Simic big creature Timmy deck. Being able to fetch any response to any situation on your opponent's turn is a dream come true. If they don't force you to answer something you can fetch a combo piece and play it. Now you might think getting Planar Portal, Seedborn Muse, and Alchemist's Refuge / Leyline of Anticipation into play at the same time might be a bit challenging. However thanks to Genesis Wave this is not as hard as you think. As long as you hit Planar Portal and one other piece Genesis Wave typically gives you enough lands to fetch and play the last part of the combo.

  • Exploration / Burgeoning: The best turn one play in this deck. They allow this deck's lands to quickly get out of hand.
  • Gaea's Touch: Worse Exploration that only lets me play an additional forests in hand. The sac effect is sometimes relevant and once there are no more lands in hand it is sometimes the right thing to do.
  • Azusa, Lost but Seeking / Oracle of Mul Daya: More play extra lands a turn this time in creature form.
  • Walking Atlas / Sakura-Tribe Scout: Part of our infinite combo but they also help with ramp and landfall when not going infinite.
  • Fertilid: Fetches lands into play when activated.
  • Cultivate / Kodama's Reach: Land to play, land to hand, the best value this deck can get for three mana.
  • Sol Ring: Not land ramp... Still the best value any deck can get for .
  • Mystic Remora: The best blue one drop this deck runs. The amount of card draw this simple blue enchantment gives is insane.
  • Ponder, Preordain, and Brainstorm one cantrips
  • Sylvan Library: Amazing card selection / advantage you have the option of paying life to get cards you need and if worse comes to worse fetch lands can be utilized to get rid of bad card draws you know are coming up.
  • Yavimaya Elder: Puts two lands into hand when he dies. Can be sacrificed for to draw a card.
  • Uro, Titan of Nature's Wrath repeatable card draw, life gain, and landfall. Fits everything this deck is trying to do.
  • Gush: Normally the two islands are available to bounce without messing up this deck's mana base and the free draw two is really good mid to late game.
  • Soratami Savant: With or without Training Grounds and a lot of lands / mana locks the game down. Also you get style points for using a card no one knows about to create one of the harshest counter locks that for the most part can only be played around using uncounterable spells, split second, and/or cards with storm. With Soratami Savant at full power you can counter anything the opponents play. They pay the counter it again. Soratami Savant has won me a lot of games but honestly Soratami Savant is a stall tactic to get one of the other win cons.
  • Pact of Negation: “Free” counterspell, I mean if I win the turn I play it I don't have to pay the upkeep cost. Although don't be afraid to play this card to stop someone else.
  • Swan Song: Cheep CMC counter that stops a variety if things. Most of the time the 2/2 bird is irrelevant.
  • Flusterstorm: One CMC counter magic that can be used as protection on explosive turns
  • Counterspell: Classic. Seriously that's all I'm going to say about this card. It's good run it.
  • Delay: Cheap CMC counterspell sometimes the game ends before the three turns sometimes in three turns the spell doesn't do anything.
  • Voidslime: Counterspell that counters extra things.
  • Rewind / Unwind: Normally there are better counter spells but with Kruphix the mana from the lands they untap can be floated using Kruphix.
  • Krosan Grip: Destroys an artifact or enchantment and can't be responded to.
  • Beast Within: Destroys a permanent and most of the time the 3/3 beast is irrelevant.
  • Acidic Slime: Destroys an artifact, enchantment, or land and gives a deathtoucher body to deter attacks.
  • Cyclonic Rift: Blue staple. It can make it so I win and/or stop my opponents from winning. Don't forget it can be cast for two to bounce one permanent if the situation calls for it.
  • Sunder: An evil card that should have never been printed. But if it's not banned I suppose I should run it. Sunder should be played only when able to play more then one land a turn. Ideally I have Burgeoning out when I cast it.
  • Mana Breach: The perfect balance of a stax card that this deck can easily play around.
===endpanel ===panel: $100 Budget Decklist

Kruphix Lands Matter $100 Budget

Commander / EDH LeonSpires


===endpanel ===panel: Strengths / Weaknesses

The true strength of this deck is that it runs so much land utility early game that it is a very resilient deck in the mid to late game.

Even when it comes to land destruction which is a perceived weakness of lands matter decks that don't use the graveyard. It is able to recover. I was playing against a Lord Windgrace deck with this deck in a four player pod. Lord Windgrace played a turn two Smallpox and turn three Noxious Revival to recast Smallpox. I managed to keep dumping lands into play and win that game. Granted I had a very good opening hand. But Kruphix can certainly play around land destruction. Even when it comes to mass land destruction this deck is typically able to recover before it's opponent's are able.

One weakness of this deck is that it has to hit it's early game utility and then refill it's hand. Some games I've played I either kept a bad hand or had key utility interrupted and had to sit around waiting for my hand to refill.

Another weakness I've noticed is when Kruphix, God of Horizons keeps being exiled or countered. As stated in the section “Why Kruphix” I do not need Kruphix to win. However because of the utility he provides it slows the deck down when he is continually answered.

Luckily for me the biggest weaknesses of this deck aren't commonly run in EDH. And that weakness is anything that punishes life totals for lands entering play or tapping. Some examples of these cards are Manabarbs, Polluted Bonds, and Zo-Zu the Punisher. If this deck stands any chance of winning cards like these must be answered.

===endpanel ===endaccordion


Updates Add

I tested it out and decided that having more card digging / selection a.k.a. Ponder, Preordain, and Brainstorm was better and more powerful then running Kefnet the Mindful, Sprouting Vines, and Horn of Greed. Not to mention Horn of Greed is too group hug for how I want the deck to run. I have also cut Coiling Oracle for Uro, Titan of Nature's Wrath. As much as I like the little guy Uro just does more for only more. Final change I picked up Misty Rainforest and Verdant Catacombs for my cEDH deck and they now float between the two decks depending on what I am running.

As far as interesting games I've had with the deck recently:

I was having to play defensively against a Scion of the Ur-Dragon and kept having to make 1/1s with Meloku the Clouded Mirror to block and stay alive. To fix the board state another opponent that was behind played Jokulhaups leaving me with Kruphix, God of Horizons, Exploration, a handful of lands, and 13 floating mana. I top deck a Ponder and play 2 lands. Ponder digs me into a Mystical Tutor which fetches me Genesis Wave. The next turn I play two more lands and Genesis Wave for 14 winning me the game while at 5 life.

I also tested this deck in three cEDH games and won two of those games. I don't consider this list cEDH as Kruphix, God of Horizons doesn't draw you cards and doesn't provide an outlet for infinite mana. However I was surprised at how well the deck preformed. I would say this deck is just below what cEDH decks do but would never be able to quite reach cEDH. I think it did well because of how it generates value and once Kruphix, God of Horizons hits the board he is very hard to deal with. In order for this to happen however the cEDH meta needs to be a rather slow meta.


Top Ranked
Date added 2 years
Last updated 1 hour

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

40 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.92
Tokens None Copy Clone, 0/1 Plant, 3/3 Beast, Clue, 1/1 Illusion, 1/1 Bird
Folders Commander, Ideas, Deck Ideas, Commander, Merfolk, EDH, Xmage, Ref Decks, Cool Decks, zFav, See all 19
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