The Exotic Orchard are in there as they can act as another 2 mountains for Kessig Wolf Run. Theyre also handy for things like Norn's Annex which see's play in my meta.
I still strongly recommend you play cards like Birds of Paradise or Wall of Roots (or Sylvan Caryatid, Llanowar Elves, etc). This deck is all about getting to 4-6 mana as fast as possible and then doing broken things with creatures. I wouldn't worry about them being easy to remove; in fact, it would probably HELP you be more resilient to wraths because you could achieve Mystic Snake lock sooner. Speaking of which, Spell Burst seems unnecessary when you have all that synergy with Mystic Snake.
In any case, although Coiling Oracle and Farhaven Elf are good, I don't think they're enough to actually ramp you. You need to be doing something before turn 3. Heck, even in my deck with 4 Birds 4 Wall of Roots and 4 Oracle, I still want more mana acceleration.
The deck was really amusing just doing its thing, creating little value engines, like Equilibrium + Whitemane Lion = Capsize for 2w. Then I dropped the Prophet of Kruphrix and it went absolutely insane. I fetched up Primeval Titan from the wishboard, found my Gavony Townships and by the next turn, my army was all in the double digits. The whole time, I had Mystic Snake waiting in the wings. Crazy, crazy deck.
I don't care about bouncing shenanigans. I tried Equilibrium and Cloudstone Curio and I usually wished they were a random creature instead. I will try a single Tradewind Rider, though. Probably not as good as a second Opposition, but I'm kinda worried people will frown on Opposition. I know I would, so I'm only running one to test the waters. Otherwise I suppose I would also run Rishadan Port.
I want some kind of protection for my creatures. I'm torn between Eldrazi Monument and Asceticism. Ideally I'd cram both in, but I really want to keep the creature count high. Prophet does very little if you don't have any creatures in your hand. I don't really have a lot to feed to the Monument, but I found that I'll just draw enough Coiling Oracles and Birds if I get a Sphinx down anyway. If I'd be interested in Deranged Hermit or Ant Queen, I'd throw in some Monuments right away.
I know you guys don't really seem to have a problem with this, but I have found that I have to "casualify" my decks in order to make games fair. It is obviously better in my deck to be running the full 4 Prophet of Kruphrix, but I found that I didn't want to cast it because it felt dirty. I know this is a thread about getting the full power of the card, but golly, it just seems too powerful! I want the other players to still have wiggle room, if that makes sense. (i.e. no Mystic Snake + Deadeye Navigator)
I don't care about bouncing shenanigans. I tried Equilibrium and Cloudstone Curio and I usually wished they were a random creature instead. I will try a single Tradewind Rider, though. Probably not as good as a second Opposition, but I'm kinda worried people will frown on Opposition. I know I would, so I'm only running one to test the waters. Otherwise I suppose I would also run Rishadan Port.
I want some kind of protection for my creatures. I'm torn between Eldrazi Monument and Asceticism. Ideally I'd cram both in, but I really want to keep the creature count high. Prophet does very little if you don't have any creatures in your hand. I don't really have a lot to feed to the Monument, but I found that I'll just draw enough Coiling Oracles and Birds if I get a Sphinx down anyway. If I'd be interested in Deranged Hermit or Ant Queen, I'd throw in some Monuments right away.
I don't care about bouncing shenanigans. I tried Equilibrium and Cloudstone Curio and I usually wished they were a random creature instead. I will try a single Tradewind Rider, though. Probably not as good as a second Opposition, but I'm kinda worried people will frown on Opposition. I know I would, so I'm only running one to test the waters. Otherwise I suppose I would also run Rishadan Port.
I want some kind of protection for my creatures. I'm torn between Eldrazi Monument and Asceticism. Ideally I'd cram both in, but I really want to keep the creature count high. Prophet does very little if you don't have any creatures in your hand. I don't really have a lot to feed to the Monument, but I found that I'll just draw enough Coiling Oracles and Birds if I get a Sphinx down anyway. If I'd be interested in Deranged Hermit or Ant Queen, I'd throw in some Monuments right away.
I've found the opposite with Temple of Mystery. I want to be casting mana dorks the first couple turns of the game, and I want my Islands to come in untapped for Mystic Snake. I'm mulliganing most hands without business spells with or without the scry 1 effect.
I like having Tradewind Rider because it comes down earlier than Deadeye Navigator, which is important for Chord of Calling. I might cut my second one though because yeah, Navigator is bonkers. Opposition is kinda unfair but if no one's deck in a decent-sized multiplayer game has outs to Opposition/Prophet, I'll take the win. Even without Opposition the point is still to prevent your opponents from playing any Magic.
For protection I recommend Caller of the Claw. Nothing quite like mauling your opponent with a bunch of bears.
I've found Kazandu Tuskcaller to be a pretty strong mana sink if you haven't drawn a Deadeye and paired it with anything. The token generation is still strong as you are tapping and making 2 3/3s every single turn. Its also cheap!
They say no plan survives contact with the enemy, but I'm pretty pleased. Prophet generated like half a billion mana, Tradewind Rider was (un)surprisingly good, the Birds, Oracles and Temples helped things along, Mystic Snake + Deadeye Navigator = Game Over. Prophet untapping Library of Alexandria didn't exactly hurt either. I had Force in my hand the entire game. Someone cast Mind Grind for a million, but I just let it resolve since I had Ulamog in the deck (don't leave home without it.) Despite me crushing them, my opponents agreed that the deck was cool.
My apologies about necroing this thread (was still technically on the first page).
I've been messing around with my own version of a Prophet of Kruphix deck and I ended up with something...a bit different...from what most other people posted.
During early testing I noticed that I happened to be running a decent number of elves in the deck so I was curious if I could essentially create a Prophet of Kruphix deck that capitalized on all the elves I was running, and after some messing around I came up with this.
Now, the cards have to align perfectly to actually lock out the game by turn 3, but it's not that rare to drop a Prophet of Kruphix on turn 3, have a Mystic Snake in hand during turn 4 in case of a Wrath, and drop Deadeye Navigator on turn 5 for the lock from whatever solitaire testing I've done so far.
There are a few cards that seem less then stellar so far and I'm wondering if there are any better upgrades.
Joraga Warcaller, Imperious Perfect, and Ezuri, Renegade Leader are essentially there to be the finishers that can re-purpose my drawing and ramp cards into beaters since the deck doesn't really have many. Are there any other cards that might do the job better or some that might have some better utility that can help in establishing the lock in addition to being finishers as well?
Are there any lands that would help the deck out more that won't hike the price of the deck up significantly. It's a pretty crappy situation where I need a forest turn 1 while at the same time I need as many islands as I can get on the field since islands are generally what's my biggest limiting factor in how many plays I can make per turn (It's risky to drop Deadeye on the field until I have at least 4 since if people are being smart I may need to Mystic Snake a card that is aimed at one of the key cards, and the ideal time generally is when you are casting Deadeye).
Any suggestions or comments are welcome.
(Biggest problem I've noticed with the deck so far from solitairing may just be how much time it takes to play since Coiling Oracle / Elvish Visionary + Wirewood Symbiote + Joraga Treespeaker retarded ramp/draw shenanigans tend to take a bit of time, and you aren't just doing that during your turns, but ideally during all of your opponents turns as well).
(Also, I'm intentionally leaving out Opposition since that along with Wirewood Symbiote would push the deck WAY over the top for my meta. It may already be too much as it is for them).
I like your take on this type of deck. The elves make it very different. If you were to put in Opposition and Wirewood Symbiote, what would you take out?
I just kind of clicked on this by accident, so sorry if this was already suggested. Tradewind Rider works really well here. In fact, Tradewind-Awakening was a control deck back in the day.
I just kind of clicked on this by accident, so sorry if this was already suggested. Tradewind Rider works really well here. In fact, Tradewind-Awakening was a control deck back in the day.
I've only heard good things mentioned about that card from others in this thread.
Would Kruphix, God of Horizon find a spot in this deck? Prophet on turn 5 curves nicely into a Kruphix (play Kruphix on your opponents turn).
A Kruphix/Prophet combo would be nice with some X hyrda's like Mistcutter.
edit: My apologies, I think I just did a necro. This is an interesting deck and I am looking for a home for my playset of Kruphix's
edit edit: How does this deck work for you? Some powerful combos I see, but it seems awfully slow. Where are all the T1 and T2 drops? So what would you do against a horde of angry goblins? Am I missing something?
I still strongly recommend you play cards like Birds of Paradise or Wall of Roots (or Sylvan Caryatid, Llanowar Elves, etc). This deck is all about getting to 4-6 mana as fast as possible and then doing broken things with creatures. I wouldn't worry about them being easy to remove; in fact, it would probably HELP you be more resilient to wraths because you could achieve Mystic Snake lock sooner. Speaking of which, Spell Burst seems unnecessary when you have all that synergy with Mystic Snake.
In any case, although Coiling Oracle and Farhaven Elf are good, I don't think they're enough to actually ramp you. You need to be doing something before turn 3. Heck, even in my deck with 4 Birds 4 Wall of Roots and 4 Oracle, I still want more mana acceleration.
Rasputin Dreamweaver EDH
This is the list that I was running:
4 Fleecemane Lion
4 Coiling Oracle
2 Whitemane Lion - Kitty Jr.
1 Harmonic Sliver
4 Fleetfoot Panther - Death Kitty
1 Eternal Witness
1 Loaming Shaman
2 Mystic Snake
2 Prophet of Kruphrix
1 Karmic Guide
1 Earthcraft
1 Aura Shards
1 Glare of Subdual
1 Sol Ring
3 Living Wish
2 Hallowed Fountain
2 Temple Garden
2 Breeding Pool
2 Gavony Township
4 Windswept Heath
4 Seaside Citadel
3 Forest
2 Plains
2 Island
1 Harmonic Sliver
1 Acidic Slime
1 Prime-Speaker Zegana
1 Thragtusk
1 Primeval Titan
1 Mystic Snake
1 Fleetfoot Panther
1 Reveilark
1 Eternal Witness
1 Deranged Hermit
1 Tolsimir Wolfblood
1 Selesnya Sanctuary
1 Wasteland
The deck was really amusing just doing its thing, creating little value engines, like Equilibrium + Whitemane Lion = Capsize for 2w. Then I dropped the Prophet of Kruphrix and it went absolutely insane. I fetched up Primeval Titan from the wishboard, found my Gavony Townships and by the next turn, my army was all in the double digits. The whole time, I had Mystic Snake waiting in the wings. Crazy, crazy deck.
I know you guys don't really seem to have a problem with this, but I have found that I have to "casualify" my decks in order to make games fair. It is obviously better in my deck to be running the full 4 Prophet of Kruphrix, but I found that I didn't want to cast it because it felt dirty. I know this is a thread about getting the full power of the card, but golly, it just seems too powerful! I want the other players to still have wiggle room, if that makes sense. (i.e. no Mystic Snake + Deadeye Navigator)
Decklist would be great:thumbsup:
I've found the opposite with Temple of Mystery. I want to be casting mana dorks the first couple turns of the game, and I want my Islands to come in untapped for Mystic Snake. I'm mulliganing most hands without business spells with or without the scry 1 effect.
I like having Tradewind Rider because it comes down earlier than Deadeye Navigator, which is important for Chord of Calling. I might cut my second one though because yeah, Navigator is bonkers. Opposition is kinda unfair but if no one's deck in a decent-sized multiplayer game has outs to Opposition/Prophet, I'll take the win. Even without Opposition the point is still to prevent your opponents from playing any Magic.
For protection I recommend Caller of the Claw. Nothing quite like mauling your opponent with a bunch of bears.
Rasputin Dreamweaver EDH
Could you please share your list with us?
I've been messing around with my own version of a Prophet of Kruphix deck and I ended up with something...a bit different...from what most other people posted.
During early testing I noticed that I happened to be running a decent number of elves in the deck so I was curious if I could essentially create a Prophet of Kruphix deck that capitalized on all the elves I was running, and after some messing around I came up with this.
4x Coiling Oracle
2x Deadeye Navigator
2x Devoted Druid
3x Elvish Visionary
1x Ezuri, Renegade Leader
1x Imperious Perfect
4x Joraga Treespeaker
1x Joraga Warcaller
4x Momir Vig, Simic Visionary
4x Mystic Snake
4x Prophet of Kruphix
4x Wirewood Symbiote
3x Halimar Depths
10x Island
Ideal play goes something like this
T1: Joraga Treespeaker
T2: Level up Joraga Treespeaker
T3:Prophet of Kruphix
T3-1 Momir Vig, Simic Visionary at End Step or Mystic Snake is necessary.
T3-2: Coiling Oracle / Elvish Visionary + Wirewood Symbiote + Joraga Treespeaker retarded ramp/draw shenanigans.
T3-3: Deadeye Navigator + Mystic Snake lock when you have enough mana.
Now, the cards have to align perfectly to actually lock out the game by turn 3, but it's not that rare to drop a Prophet of Kruphix on turn 3, have a Mystic Snake in hand during turn 4 in case of a Wrath, and drop Deadeye Navigator on turn 5 for the lock from whatever solitaire testing I've done so far.
There are a few cards that seem less then stellar so far and I'm wondering if there are any better upgrades.
Devoted Druid atm is essentially in the deck to be Joraga Treespeaker 5 and 6, and while it's nice to power out a Prophet of Kruphix on turn 3 I generally also want to drop a Vig right after and Devoted Druid can't really help with that. Devoted Druid also isn't quite as abusable as Joraga Treespeaker with Wirewood Symbiote. I don't suppose there are any other cards like Joraga Treespeaker that aren't named Sol Ring. If there aren't would it be better to just drop them for something else and pray I can hit a Joraga Treespeaker in my opener with mulligans?
Joraga Warcaller, Imperious Perfect, and Ezuri, Renegade Leader are essentially there to be the finishers that can re-purpose my drawing and ramp cards into beaters since the deck doesn't really have many. Are there any other cards that might do the job better or some that might have some better utility that can help in establishing the lock in addition to being finishers as well?
Are there any lands that would help the deck out more that won't hike the price of the deck up significantly. It's a pretty crappy situation where I need a forest turn 1 while at the same time I need as many islands as I can get on the field since islands are generally what's my biggest limiting factor in how many plays I can make per turn (It's risky to drop Deadeye on the field until I have at least 4 since if people are being smart I may need to Mystic Snake a card that is aimed at one of the key cards, and the ideal time generally is when you are casting Deadeye).
Any suggestions or comments are welcome.
(Biggest problem I've noticed with the deck so far from solitairing may just be how much time it takes to play since Coiling Oracle / Elvish Visionary + Wirewood Symbiote + Joraga Treespeaker retarded ramp/draw shenanigans tend to take a bit of time, and you aren't just doing that during your turns, but ideally during all of your opponents turns as well).
(Also, I'm intentionally leaving out Opposition since that along with Wirewood Symbiote would push the deck WAY over the top for my meta. It may already be too much as it is for them).
I like your take on this type of deck. The elves make it very different. If you were to put in Opposition and Wirewood Symbiote, what would you take out?
For the Oppositions you would probably remove 1 Deadeye Navigator (though you will have to be a bit more careful with your remaining one) and Imperious Perfect (I actually edited the deck a bit more and replaced Imperious Perfect with Lys Alana Huntmaster).
(What I'm currently solitairing if you are wondering).
4x Coiling Oracle
1x Deadeye Navigator
3x Elvish Visionary
1x Ezuri, Renegade Leader
4x Joraga Treespeaker
1x Joraga Warcaller
1x Lys Alana Huntmaster
4x Momir Vig, Simic Visionary
4x Mystic Snake
4x Priest of Titania
4x Prophet of Kruphix
2x Sages of the Anima
4x Wirewood Symbiote
3x Halimar Depths
4x Hinterland Harbor
5x Island
4x Yavimaya Coast
Obviously from this version you would probably remove Sages of the Anima for the Oppositions.
Haven't Solitaired the newer version much yet, but so far the drop to 22 lands seems to be fine with the recently added Priest of Titanias .
I've only heard good things mentioned about that card from others in this thread.
A Kruphix/Prophet combo would be nice with some X hyrda's like Mistcutter.
edit: My apologies, I think I just did a necro. This is an interesting deck and I am looking for a home for my playset of Kruphix's
edit edit: How does this deck work for you? Some powerful combos I see, but it seems awfully slow. Where are all the T1 and T2 drops? So what would you do against a horde of angry goblins? Am I missing something?