Courser of Kruphix
Enchantment Creature — Centaur
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
|Have (3)||metalmagic , , DarkMagician|
Combos Browse all
|Commander / EDH||Legal|
Courser of Kruphix Discussion
1 day ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.
4 weeks ago
Back to two set blocks would mean getting rid of Core Sets again, I feel like that would be a shame, the core sets feel really good since they returned. And there's a format where every mechanic can be played: Limited. I thought "One set blocks" were only a limitation in draft format, so the second and/or third set don't need to be constrained by being compatible with the previous (two) set(s) and can focus on being a self-contained format. Guilds of Ravnica/Ravnica Allegiance/War of the Spark felt like a classic three set block, but I'm glad the draft format didn't include 1 pack of each, it would mean War of the Spark would have been opened a lot less, and cards like Nissa, Who Shakes the World and Teferi, Time Raveler would have been a lot more expensive during their Standard run as a result.
On top of that, Wizards has never limited themselves to printing synergistic cards only in blocks that should focus on the mechanics they contain. Some of the best Landfall creatures aren't from Zendikar, just look at Courser of Kruphix and Tireless Tracker and how playable those have been in other formats.
I started actively playing Magic with the introduction of two block sets (Battle for Zendikar) and I feel like availablity of the cards, and consistency of good draft formats, has been greatly improved since then. It's probably more creatively constraining to have to find more unique mechanics to focus an entire set in that go well with Mutate for the second Ikoria iteration, than it would be to just move along and print something like Scute Swarm which happens to work great with Mutate, without the in-plane connection.
1 month ago
There are some cards that let you play off the top of your library that I would count as card draw: Radha, Heart of Keld , Oracle of Mul Daya , Courser of Kruphix , Elsha of the Infinite , Realmwalker , Vizier of the Menagerie .
Some impulse draw you're missing: Bell Borca, Spectral Sergeant , Dark-Dweller Oracle , Chandra, Torch of Defiance , Showdown of the Skalds , Theater of Horrors , Apex of Power , Birgi, God of Storytelling Flip, Ignite the Future , Jeska's Will , Magmatic Channeler , Soulfire Eruption , Valakut Exploration .
1 month ago
No problem. I enjoy going through the first cycle tab to offer input where I can. I'm used to playing on lower budgets and power levels so I don't usually have much to offer when it comes to long established decks.
Also, on the subject of mana curve, it's worth remembering that the purpose of ramp is to drag the top end back to the left. A bomb most other decks would have to play on turn 6, you plan to play on 5, 4, or even 3 instead. Obviously the more big cards you run, the more ramp will be needed to support them. That's why Gruul dragons also tends to run anywhere from 10 to 20 cards dedicated to acceleration. You have a solid starting package with the set of Servants and the Birds (and Sarkhan actually), but adding a couple more ramp pieces could make it easier to run the critical mass of dragons that Atarka and friends need to shine. It could be untap synergy with Utopia Sprawl and Arbor Elf , landfall with Oracle of Mul Daya (budget: Courser of Kruphix ) and Lotus Cobra , or just more generically good dorks and tutors like Somberwald Sage and Harrow . A turn 1 Bird into Somberwald on 2 potentially lets you cast any creature in the deck as soon as turn 3. If you do want smaller dragons instead, Dragonkin Berserker and Dragon Whisperer can get bodies on the board early and hopefully pay out later. The actual dragon options of Slumbering Dragon and Dragon Hatchling are pretty poor inclusions unless you're trying to go hard with Dragon Tempest .
Here's an article from Wizards' own Gavin Verhey with some tips on dragon ramp strategy. Note that the build in question was made for an old standard meta, so there will be some obvious differences to a modern gameplan.
2 months ago
3 months ago
A continuation of my previous comment: Courser of Kruphix, Mul Daya Channelers an Vizier of the Menagerie also like the top card of my library. All the fetchlands and other cards like Evolving Wilds and Myriad Landscape also let me shuffle my library if the top cards are bad.
3 months ago
3 months ago
The last set we decided being legal in our playgroup will be 'Theros Beyond Death'.
Courser of Kruphix has been taken out of the deck. I did not like that my opponents saw each draw I made.
Added: Nylea, Keen-Eyed. What a powerhouse for this creature heavy deck!