Courser of Kruphix

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

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.

Naksu on A Conflagration of Dragons

2 months ago

Have you considered Augur of Autumn in place of Courser of Kruphix ? I think it's superior in a lot of ways. Great deck!

nbarry223 on Viga-BOOM! (Turn 2)

2 months ago

I definitely agree, and I am keeping the 2 for now, but the digging power feels good enough that I have the space if I need it for something else. I have 7 large creatures + 4 pacts + 2 turntimber (which does whiff once in a while). A lot of the time a Primeval Titan will seal the game, while a sideboard creature just puts me in a better spot (they don't have haste and aren't lethal the next turn usually). Depending on the situation, it can be better to gamble on drawing good. Even if I whiff on those draws, I just eliminated 3 bad draws which might have cost me the game anyway if they could have dealt with that singular threat.

Cultivator Colossus is the only fatty that isn't ideal to draw over a sideboard option, but even it isn't that bad. Elderscale Wurm is better stalling and just as good of a body, and Primeval Titan is just well...what the deck is built around.

Also, a lot of the non-fatty cards I can draw help me out depending on what other presence I have. There's a lot of smaller synergies throughout the deck. The only bad draw is really Sakura-Tribe Scout and Arboreal Grazer. Even lands can add value whether through lifegain (Courser of Kruphix), card draw (Cultivator Colossus), or their inherent utility (most of my lands do something).

Most of the time when I actually need something, it is a green bounceland (or enough smaller lands to get to 6), and this helps big time in filling that slot. It just so happens that it also fills the big creature hole pretty well too (around 60% consistency if I had none).

It really shines when I am low on threats, since this helps to replenish in a big way. If I don't have enough for Glittering Wish + casting the big guy same turn, this is the obvious choice (I can hold up interaction then cash in on card advantage if I don't feel threatened). If I've not used all the extra land drops I have access to, this is that much better as well. It's just an all around great card, and I'm only talking about one mode on it. Eliminating my opponent's largest threat is great, and the option of exiling their graveyard at instant speed can sometimes be relevant.

rambunctiousOrator on Stomp Stomp Stomp, The Idiot Convention

2 months ago

Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.

Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.

Cards to Add:

Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:

Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions

xSpicyMeat on Limbo

2 months ago

wallisface Thankfully I haven't splashed any cash on it yet haha! Yeah I think I just need to physically see where it's at in terms of viability. Chord of Calling I will definitely try and incorporate, seems solid since it puts on the battlefield and Convoke will work with Courser of Kruphix & Arboreal Grazer.

You've given me a lot to think about dude, very much appreciated!

xSpicyMeat on Limbo

2 months ago

wallisface thanks for the comprehensive comment! I've tweaked a lot more but am still running quite a few high-cost cards. Removed Chromatic Lantern and added 4 x Courser of Kruphix, 4 x Arboreal Grazer, 3 x Ancient Stirrings & 3 x Thoughtseize. Tweaked land count and removed Lightning Helix also.

Lord_of_Cardboard on Get Off My Lawn

4 months ago

Courser of Kruphix. Saw it in my collections, thought it would be good here.

Jakejeckle on Shrines

4 months ago

RDWDTR I'm running multiples of those shrines now since your last suggestion. I'm not sure about main boarding the Idyllic Tutor. Its a good idea and would help with consistency but the deck is already getting a bit big and Sterling Grove does help fill that role. Umori is only 4 mana and I have a second version of this deck running Umori that I thought was a cool idea. Link is in the description. On paper I still like Negate more as protection from exile cards for my Sanctum of All. Eventually I will get a set of all the fetch and shock lands for this deck and a full set of City of Brass to replace Uncharted Haven. I like your idea for Courser of Kruphix but i think i like The Reality Chip to fill that slot instead. I will look at the Dryad of the Ilysian Grove for increasing my land drops. I appreciate your suggestions and you have some good ideas.

RDWDTR on Shrines

4 months ago

Mirror Box is a neat idea, sounds deadly after a couple turns. If you're almost decking yourself with card draw, you're going to kill your opponent first. I think Sanctum of Stone Fangs, Honden of Infinite Rage and Go-Shintai of Ancient Wars will be your most solid wincons. I personally like the ones that are solely enchantments more than creatures since they are harder to interact with. If you build around these, you should kill more consistently, and you can still keep some of the better Shrines as 1-ofs... I would mainboard some number of Idyllic Tutors to fetch out your enchantments.

Umori, the Collector is not worth it IMO, you have to pay 7 mana just to get a 1-mana discount on your stuff. That's not even mentioning the restriction. BTW this deck is amazing for Prismatic Ending (a much better piece of interaction for a deck like this than Negate), would be excellent removal for you since you're a 5-color deck. I would also probably run something like Mana Confluence or City of Brass, in addition to the Chromatic Lanterns. I'm sure you already know this but fetch lands and shock lands would go a long way for you obviously. The mana base seems like the biggest weakness. Have you ever considered something like Courser of Kruphix to help you hit land drops? I know it kind of breaks the shrine theme, but it would help you stay afloat the first few turns before you get all your shrines assembled. It would also help you hit the six land mana fix condition for The World Tree. Also Dryad of the Ilysian Grove might be playable here as well, either instead of or in addition to the aforementioned Courser. I think I like the Courser more. Being able to consistently cast your spells is important.

What kind of matchups have you play tested this against? Seems like this might struggle against faster decks. Feel free to put as little or as much stock into my suggestions as you want, I'm not sure what your budget is or how competitive you're looking to be. Glad I could be of assistance so far. This is a cool brew, but it does seem a bit slow/awkward for modern since you need multiple permanents over many turns to really get going.

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