__________________________________________________________________________________________________ Introduction
I invite y'all to join Kruphix and head to the Alchemist's Refuge for some of their Rampant Growth and enjoy the view inside your expanded mind. Far out!
This combo deck (which can also go control or even aggro if necessary) wins through doing crazy things with +1/+1 counters and ETB triggers, with a few cards to make the most of Kruphix, God of Horizons' mana flow ability. When I first built the deck last year, I quickly learned that folks will expect you to go infinite.
Why Aren't You Running…?
The deck purposely runs a low total of four artifacts and enchantments (not counting gods) to make the most of Bane of Progress and to keep the card advantage of opponents' removal effects to a minimum.
Controlling the Trip
There are a couple ways to stabilize the game (especially after bouncing the board with cards like Evacuation and Wash Out) if you have Arcane Laboratory in play: either Forbid anything too threatening or Capsize it.
Tripping with Deadeye
In this deck, Deadeye Navigator can (with enough/infinite mana):
Azami's massive card advantage wasn't enough to stop Child's 5-color antics, as the latter abused Maelstrom Wanderer, Purphoros, God of the Forge, Ultimatums, and Nephilim. Kruphix was forced to target Dune-Brood Nephilim with Capsize without being able to buy it back just to keep its tokens from triggering Purphoros. Near the end, it looked as though the Child player had their chromatic victory seized already. However, after alpha striking the Azami player out of the game, they only had Erebos, God of the Dead and Purphoros (both active) left to block.
Kruphix untaps their side of the board, drawing into Phantasmal Image. The rest of the hand included a Triumph of the Hordes, Vorel of the Hull Clade, and Leyline of Anticipation. Kruphix casts the Image, copying the Wanderer, creates a second Beast token, drops Vorel, and finally the Leyline. Announcing the start of combat, Kruphix taps everything, goes to block step, and enjoys a Triumph for the win.
And that's what we call tripping the god fantastic: Infecting acid for the win!
The Mimeoplasm had almost completely milled Kruphix's library, but the god had being holding onto a Rite of Replication since the beginning of the game. Using the mana stored in the horizon, Kruphix gave a Primal Command, shuffling its graveyard and library together and digging out Biovisionary for the win.
After several games, it's become clear that Nylea's usefulness is infrequent (in this deck). The god's been replaced by Devastation Tide. The card is savage when followed up with Arcane Laboratory.
Private Mod Note
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Rollback Post to RevisionRollBack
There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
So first off what are cards like ponder and preordain doing for you? I feel like they wouldn't do enough in the mid to late game. Also if you had to replace deadeye navigator what would be the next card in line? (he's banned at my lgs) The only suggestions I could make are Green Sun's Zenith to search out pretty much anything and maybe Spike Weaver for emergency fogs when people don't like your tripping ways. Overall I really love the way your deck is set up and can't wait to test something similar after the prerelease.
So first off what are cards like ponder and preordain doing for you? I feel like they wouldn't do enough in the mid to late game. Also if you had to replace deadeye navigator what would be the next card in line? (he's banned at my lgs) The only suggestions I could make are Green Sun's Zenith to search out pretty much anything and maybe Spike Weaver for emergency fogs when people don't like your tripping ways. Overall I really love the way your deck is set up and can't wait to test something similar after the prerelease.
Ponder and Preordain smooth out early draws in the early game, often helping to get the right/enough mana, and they dig up combo pieces faster in the mid-to-late game.
If you must replace DEN for games at your friendly local game shop, Conjurer's Closet is your best bet.
GSZ is great, but I do want to give my opponents the illusion of a chance. Weaver works with the deck, but it's already running an infinite life combo (Nourishing Shoal) in addition to Glacial Chasm.
Private Mod Note
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
So Crucible of Worlds only really has synergy with four lands in your deck. I think if you added fetches (if they're within the budget) you would get a lot more out of Crucible. Also, Tectonic Edge and Ghost Quarter are other ways to "Strip Mine/Crucible" someone, if you're into that. And Intuition would be nice with those cards because even if you don't have Crucible you can tutor up Eternal Witness, Buried Ruin, and Crucible and then you get Crucible (and Ruin) no matter what.
So Crucible of Worlds only really has synergy with four lands in your deck. I think if you added fetches (if they're within the budget) you would get a lot more out of Crucible. Also, Tectonic Edge and Ghost Quarter are other ways to "Strip Mine/Crucible" someone, if you're into that. And Intuition would be nice with those cards because even if you don't have Crucible you can tutor up Eternal Witness, Buried Ruin, and Crucible and then you get Crucible (and Ruin) no matter what.
I see a lot of Stranglehold and Aven Mindcensor, so no fetches. I realize it's a minority opinion, but I actually prefer the Panoramas since they can almost always tap for mana even when I can't search. However, I want to keep the basic land count as high as possible to play around opponents' Back to Basics, Ruination, and Blood Moon. The deck doesn't need more Strip Mine effects with its inclusion of Dust Bowl and I have two ways to search for both. (If you check the change log, you'll see that I cut Ghost Quarter early on in testing.) I've never been a fan of Intuition- and Realms Uncharted-type spells. Finally, the deck only leans on Chasm if it's going for the Squall Line win or needs to stall until finding a different wincon.
Private Mod Note
():
Rollback Post to RevisionRollBack
There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
So Crucible of Worlds only really has synergy with four lands in your deck. I think if you added fetches (if they're within the budget) you would get a lot more out of Crucible. Also, Tectonic Edge and Ghost Quarter are other ways to "Strip Mine/Crucible" someone, if you're into that. And Intuition would be nice with those cards because even if you don't have Crucible you can tutor up Eternal Witness, Buried Ruin, and Crucible and then you get Crucible (and Ruin) no matter what.
I see a lot of Stranglehold and Aven Mindcensor, so no fetches. I realize it's a minority opinion, but I actually prefer the Panoramas since they can almost always tap for mana even when I can't search. However, I want to keep the basic land count as high as possible to play around opponents' Back to Basics, Ruination, and Blood Moon. The deck doesn't need more Strip Mine effects with its inclusion of Dust Bowl and I have two ways to search for both. (If you check the change log, you'll see that I cut Ghost Quarter early on in testing.) I've never been a fan of Intuition- and Realms Uncharted-type spells. Finally, the deck only leans on Chasm if it's going for the Squall Line win or needs to stall until finding a different wincon.
Cool. I'm glad you've already considered everything - that's the mark of a good deckbuilder. Have you thought about cards such as Creeping Corrosion with so few artifact cards? Bane of Progress is already in there and is the best card for the job but redundancy could be nice if you're in a meta with a bunch of artifact ramp.
Also, is Sporeback Troll performing well? In my opinion, it's one of the weaker cards in your build, but with all that +1/+1 counter synergy, it seems like it could do some work. I understand that you have Bane in there so you want to keep the enchantments to a minimum, but for one more mana Asceticism gives your guys hexproof and regenerates even the cards that don't have counters.
Finally, Cultivate also offers some redundancy with Kodama's Reach, but you took it out. Why? Did you just feel you only needed one of those types of cards?
Cool. I'm glad you've already considered everything - that's the mark of a good deckbuilder. Have you thought about cards such as Creeping Corrosion with so few artifact cards? Bane of Progress is already in there and is the best card for the job but redundancy could be nice if you're in a meta with a bunch of artifact ramp.
Haven't considered nearly everything—that's why I'm seeking out suggestions. I have multiple ways to tutor/bounce Bane, but only one way to find Corrosion.
Also, is Sporeback Troll performing well? In my opinion, it's one of the weaker cards in your build, but with all that +1/+1 counter synergy, it seems like it could do some work. I understand that you have Bane in there so you want to keep the enchantments to a minimum, but for one more mana Asceticism gives your guys hexproof and regenerates even the cards that don't have counters.
Similar to Corrosion, I have multiple ways to tutor for Sporeback, but no ways to find enchantments. The graft cards support each other and are supported by Forgotten Ancient and Vorel of the Hull Clade. Plaxcaster Frogling is the most important graft creature in the deck since it can protect other creatures and be reset through bounce/flicker. I can protect any creature through bounce/flicker/counter, but can only protect Asceticism through bounce/counter.
Finally, Cultivate also offers some redundancy with Kodama's Reach, but you took it out. Why? Did you just feel you only needed one of those types of cards?
Preordain, Ponder, Nature's Lore, and Rampant Growth all serve the same role in the early game. Skyshroud Claim is unrivaled for putting two Forests into play untapped. Reap and Sow digs up a utility land and/or takes out an opponent's. Kodama's Reach is the weakest ramp spell in the deck. I chose it over Cultivate because the art is "trippier".
It's funny how ill-prepared folks are for the Biovisionary win. Casting it and a kicked Rite of Replication on the same turn are cake with Kruphix, more so with the prophet on the 'field. And with counterspell backup?
Private Mod Note
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
Ok so i think this is what my crappy Zegana deck will turn into. Also does the colorless mana carrying over rule work with other decks too? If not how come it works with just this general?
Quick question. Hvae you considered adding Counterseplls like Spell crumple, and hinder? to deal with pesky commanders? or even something like mystic snake? Also thanks for the deck idea, i've wanted to build a kruphix deck for awhile and this build looks really fun.
Also, i feel as though you should use phyrexian metamorph over phantasmal image just because your phantasmal image will go poof if you ever decide to target it with your dead eye or anything else.
ACID KRUPHIX: TRIPPING THE GOD FANTASTIC
- STARRING KRUPHIX, GOD OF HORIZONS -
Introduction
I invite y'all to join Kruphix and head to the Alchemist's Refuge for some of their Rampant Growth and enjoy the view inside your expanded mind. Far out!
This combo deck (which can also go control or even aggro if necessary) wins through doing crazy things with +1/+1 counters and ETB triggers, with a few cards to make the most of Kruphix, God of Horizons' mana flow ability. When I first built the deck last year, I quickly learned that folks will expect you to go infinite.
Why disappoint?
Infinite Possibilities…
…include life (Nourishing Shoal), card draw (Blue Sun's Zenith), or damage (Squall Line + Glacial Chasm).
Why Aren't You Running…?
The deck purposely runs a low total of four artifacts and enchantments (not counting gods) to make the most of Bane of Progress and to keep the card advantage of opponents' removal effects to a minimum.
Trippiest Combo
Biovisionary combos with Rite of Replication, which is easy to kick with Kruphix.
Tutor Targets
Drift of Phantasms is the deck's best tutor, being able to put any of the following into your hand:
Controlling the Trip
There are a couple ways to stabilize the game (especially after bouncing the board with cards like Evacuation and Wash Out) if you have Arcane Laboratory in play: either Forbid anything too threatening or Capsize it.
Tripping with Deadeye
In this deck, Deadeye Navigator can (with enough/infinite mana):
1x Kruphix, God of Horizons
Sorcery (15)
1x Biomantic Mastery
1x Devastation Tide
1x Fabricate
1x Kodama's Reach
1x Nature's Lore
1x Ponder
1x Preordain
1x Primal Command
1x Rampant Growth
1x Reap and Sow
1x Recurring Insight
1x Rite of Replication
1x Skyshroud Claim
1x Triumph of the Hordes
1x Wash Out
Instant (16)
1x Ætherize
1x Beast Within
1x Blue Sun's Zenith
1x Capsize
1x Cryptic Command
1x Cyclonic Rift
1x Evacuation
1x Forbid
1x Harrow
1x Mystical Tutor
1x Nourishing Shoal
1x Plasm Capture
1x Squall Line
1x Stroke of Genius
1x Unravel the Æther
1x Worldly Tutor
1x Bane of Progress
1x Biovisionary
1x Chronozoa
1x Craterhoof Behemoth
1x Deadeye Navigator
1x Drift of Phantasms
1x Eternal Witness
1x Fierce Empath
1x Forgotten Ancient
1x Glen Elendra Archmage
1x Glowing Anemone
1x Man-o'-War
1x Master Biomancer
1x Novijen Sages
1x Overbeing of Myth
1x Palinchron
1x Phantasmal Image
1x Plaxcaster Frogling
1x Prime Speaker Zegana
1x Prophet of Kruphix
1x Scavenging Ooze
1x Sporeback Troll
1x Thassa, God of the Sea
1x Venser, Shaper Savant
1x Vorel of the Hull Clade
Planeswalker (1)
1x Tamiyo, the Moon Sage
1x Arcane Laboratory
1x Mana Reflection
Artifact (2)
1x Birthing Pod
1x Crucible of Worlds
Land (38)
1x Alchemist's Refuge
1x Ancient Tomb
1x Breeding Pool
1x Buried Ruin
1x Cavern of Souls
1x Command Tower
1x Dust Bowl
1x Flooded Grove
11x Forest
1x Glacial Chasm
1x Hinterland Harbor
12x Island
1x Novijen, Heart of Progress
1x Nykthos, Shrine to Nyx
1x Oran-Rief, the Vastwood
1x Strip Mine
1x Tolaria West
CHANGE LOG
1x Ætherize
1x Master Biomancer
1x Oran-Rief, the Vastwood
1x Stroke of Genius
1x Evacuation
1x Nature's Lore
1x Rampant Growth
1x Cultivate
1x Kodama's Reach
1x Ponder
1x Preordain
1x Bane of Progress
1x Glacial Chasm
1x Nourishing Shoal
1x Reap and Sow
1x Squall Line
1x Worldly Tutor
1x Skyshroud Claim
1x Devastation Tide
1x Novijen, Heart of Progress
1x Lurking Predators
1x Time Warp
1x Ghost Quarter
1x Simic Basilisk
1x Rising Waters
1x Winter Orb
1x Back to Basics
1x Venser's Journal
1x Leech Bonder
1x Frozen Æther
1x Leyline of Anticipation
1x Bioshift
1x Collective Voyage
1x Cultivate
1x Doubling Season
1x Llanowar Reborn
1x Relic of Progenitus
1x Garruk Wildspeaker
1x Nylea, God of the Hunt
1x High Market
GAME REPORTS
Exhibit A
After an early game of Kruphix controlling the board with Capsize and gaining 7 life per turn with Venser's Journal, the Jhoira of the Ghitu player was quickly hated out by the Azami, Lady of Scrolls player and the Child player.
Azami's massive card advantage wasn't enough to stop Child's 5-color antics, as the latter abused Maelstrom Wanderer, Purphoros, God of the Forge, Ultimatums, and Nephilim. Kruphix was forced to target Dune-Brood Nephilim with Capsize without being able to buy it back just to keep its tokens from triggering Purphoros. Near the end, it looked as though the Child player had their chromatic victory seized already. However, after alpha striking the Azami player out of the game, they only had Erebos, God of the Dead and Purphoros (both active) left to block.
At the end of their turn, Kruphix's board consisted of Garruk Wildspeaker (3 counters), 1 Beast token, a 5/5 Prime Speaker Zegana, an active Kruphix, and a Man-o'-War. In addition to Erebos and Purphoros, the Child player could go on an all-out attack for the kill on their next turn, with Wanderer, Oracle of Mul Daya, Angel of Despair, Thassa, God of the Sea, Yore-Tiller Nephilim, Chromanticore, and Overbeing of Myth.
What to do, Kruphix, what to do?
Kruphix untaps their side of the board, drawing into Phantasmal Image. The rest of the hand included a Triumph of the Hordes, Vorel of the Hull Clade, and Leyline of Anticipation. Kruphix casts the Image, copying the Wanderer, creates a second Beast token, drops Vorel, and finally the Leyline. Announcing the start of combat, Kruphix taps everything, goes to block step, and enjoys a Triumph for the win.
And that's what we call tripping the god fantastic: Infecting acid for the win!
After several games, it's become clear that Nylea's usefulness is infrequent (in this deck). The god's been replaced by Devastation Tide. The card is savage when followed up with Arcane Laboratory.
If you must replace DEN for games at your friendly local game shop, Conjurer's Closet is your best bet.
GSZ is great, but I do want to give my opponents the illusion of a chance. Weaver works with the deck, but it's already running an infinite life combo (Nourishing Shoal) in addition to Glacial Chasm.
Cool. I'm glad you've already considered everything - that's the mark of a good deckbuilder. Have you thought about cards such as Creeping Corrosion with so few artifact cards? Bane of Progress is already in there and is the best card for the job but redundancy could be nice if you're in a meta with a bunch of artifact ramp.
Also, is Sporeback Troll performing well? In my opinion, it's one of the weaker cards in your build, but with all that +1/+1 counter synergy, it seems like it could do some work. I understand that you have Bane in there so you want to keep the enchantments to a minimum, but for one more mana Asceticism gives your guys hexproof and regenerates even the cards that don't have counters.
Finally, Cultivate also offers some redundancy with Kodama's Reach, but you took it out. Why? Did you just feel you only needed one of those types of cards?
Edit: My 500th post! Coolio.
Similar to Corrosion, I have multiple ways to tutor for Sporeback, but no ways to find enchantments. The graft cards support each other and are supported by Forgotten Ancient and Vorel of the Hull Clade. Plaxcaster Frogling is the most important graft creature in the deck since it can protect other creatures and be reset through bounce/flicker. I can protect any creature through bounce/flicker/counter, but can only protect Asceticism through bounce/counter.
Preordain, Ponder, Nature's Lore, and Rampant Growth all serve the same role in the early game. Skyshroud Claim is unrivaled for putting two Forests into play untapped. Reap and Sow digs up a utility land and/or takes out an opponent's. Kodama's Reach is the weakest ramp spell in the deck. I chose it over Cultivate because the art is "trippier".
CONGRATS!
Also, i feel as though you should use phyrexian metamorph over phantasmal image just because your phantasmal image will go poof if you ever decide to target it with your dead eye or anything else.
Punishment Deck
ADDED
Novijen, Heart of Progress
REMOVED
High Market