WHO IS KRUPHIX, GOD OF HORIZONS? WHY PLAY THIS COMMANDER?
Kruphix was part of the enemy-colored Gods to come out in Journey into Nyx. Unlike most other Gods, people immediately knew that Kruphix would have almost no impact on standard or even drafts. Standard has almost never had a need for infinite hand size, and current standard does not allow big-mana decks to really flourish (thanks Thoughtseize). And even if you got Kruphix's devotion online, it only has 4 power, so it's hardly an offensive threat. Of course, EDH is an entirely different kind of flying card game, altogether.
It's an entirely different kind of card game.
His abilities, while nearly useless in constructed, are fairly flexible and are fairly useful things to have in EDH. Many players, at least the ones at my LGS, have Reliquary Tower in their deck, and having your general be a reliquary tower is a nice bonus. Of course the big boon is being able to save mana.
Multiplayer EDH is a battle of mana and cards. The most powerful decks either have extremely good mana and/or card draw to power through disruption (by playing either extremely efficient cards or powering out a ton of mana quickly), or greatly constrict mana and/or card draw for all opponents (like armageddon). Kruphix helps you win mana battles fairly well. While his mana-production is not the same as cards like Mana Reflection where you'd get the mana "immediately", he lets you play draw-go once he's out and giving you the ability to save mana when available. Think of a typical draw-go control build where they want to have counterspell mana, but want to use instants when the opponent doesn't have anything worth countering and the control player doesn't want that mana to go to waste. Kruphix lets you float that mana for later use instead. And when blue and green are both great colors for drawing cards, you can see that Kruphix decks can be very powerful when fine-tuned, having a strong foothold on the two cornerstones of EDH. In addition, since several EDH card draw spells do it in huge chunks (Blue Sun's Zenith, Regal Force, etc.), it's nice to have an infinite hand size to not discard down to 7.
Of course, I personally have several green-based decks already. And it turns out that Kruphix doesn't play that differently than said green decks. Ramp quickly, draw a lot of cards, and explode onto the board. It seems pointless to get a deck that plays out like other decks that I already have. But the real reason why I picked Kruphix is that my group of friends are trying out a Pantheon circle where we all pick a Theros God as our general. After my friends picked out a bunch of the Theros Gods, I decided to settle on Kruphix, as I'm quite comfortable with UG.
In addition, I decided that it was a good opportunity to try another budget deck. I currently have a budget Talrand deck specifically for French 1v1 EDH, but not many people play by those rules, so I don't have many chances to bust him out. However with a multiplayer deck, I could find a game blindfolded. Part of the reason is that budget-constraints breed creativity and deckbuilding; rather than stuffing every powerful UG staple (and there are quite a lot out there), I must balance power and monetary costs. In addition, Kruphix may be the best out of all the generals, since I do think UG is potentially the best color combination out of the 15 available (fighting for UB and BG, but someone already built Phenax and Pharika kinda sucks), and Kruphix as a standalone card is no slouch either, and as such going all-out may give me an unfair advantage and/or may cause people to gang up on me. In addition, should budget-builds succeed, it is a good way to show newer players to magic, who may be turned away from the game or the format by what they perceive to be a monetary barrier, that you can still have a good time and a good deck with a low budget.
The current budget goal is $100 using the low-price on magic.tcgplayer.com.
Where did my paycheck go?
This is a deck that's still heavily under construction. I'm so used to stuffing many expensive UG staples such as Sylvan Library and Consecrated Sphinx that this will take time to flush out.
PERSONAL HISTORY
I've been playing magic on and off since Mirrodin, although I didn't start even considering some semblance of competitive play (and by that I mean lofty FNMs and currently nothing higher, so yes, I am not the most skilled player out there) until Zendikar, where after that block finished I again took a break until Return to Ravnica, and have been playing steadily since. I was drawn back to the game at Zendikar largely because I found a new playgroup, and this playgroup quickly introduced me to the EDH format. While I was skeptical about it at first, once I made my first deck I was hooked.
The allure of EDH to me is the accessibility and the atmosphere of the format. You have an extremely large array of cards to choose from, which can result in many decks with wildly varying themes and power levels, so players are better able to construct the decks they desire. Because of the huge emphasis on politics in a typical EDH game, players who have weaker decks can still compete with players with fine-tuned decks as long as they play their politics correctly. This also reduces the monetary barrier to the format compared to something like legacy or even standard.
I consider myself to be a Timmy and a Johnny with some elements of Spike. The Spike part of me, however, barely shows up if there are no tangible prizes to play for. When there are tangible prizes to play for, I do enjoy getting those prizes. However, during EDH with friends where we play for fun and for pride, the frequency that I win at in EDH doesn't matter as much as how I win.
My EDH decks therefore are not for highly competitive play or for entering actual EDH tournaments; they are constructed based on my personal whims. As the playgroup I hang out with don't have hyper-strong decks (they are good decks but they purposely avoid the extremely powerful cards/interactions), I purposely drop the power level of my decks to around theirs. They are my friends, and as such having everyone in the group split games fairly evenly personally makes me happy too. No one likes losing every single game, and the best way to have your playgroup get annoyed with you is to win an overwhelming amount of games, and I don't want to be the guy to force players to get better or to start playing a certain way.
This doesn't mean my EDH decks cannot be fine-tuned for more aggressive playgroups or have a shot in tournaments. Often it just takes a couple of changes in card choices, or a quick change in the theme/game plan (which then relates to making a bunch of easy card changes). You can also often make power level reductions or cost reductions to the deck as well.
DECK HISTORY
With the first iteration of the deck, the gameplan is fairly straightforward - ramp in the first 1-3 turns, get Kruphix out, build more mana, and start slamming the board with a sledgehammer. Once Kruphix is out, you can play draw-go, letting you start having more control on the board while also increasing your mana.
Additional iterations/directions the deck takes will be listed here. I really just put together the deck not too long ago and am still trying to get games in with it.
Current budget - $107.17 (using the low price on magic.tcgplayer.com)
CARD OPTIONS
The card options will be broken up by card type. I will put * for each card, indicating my personal rating of the card, ranging from 1 to 5.
* - I mostly run this card for personal preference.
** - Has a nice niche, but can be cut for a different card.
*** - A good value card. You can cut for a different card but I don't recommend it.
**** - A staple. I do not recommend cutting this card.
***** - One of the cornerstones of the deck.
CREATURES
The creatures listed here will be in converted mana cost order, as there is a Birthing Pod curve.
1
****Joraga Treespeaker - Mana dorks can be awkward in EDH because they get swept away in sweepers so easily. However, a T1 treespeaker gives you 5 mana on T3, just enough for Kruphix, while also giving you GG on T2. This makes it important enough to run.
****Somberwald Sage - I'm not sure why more people don't play this guy. He's a mana dork that ramps very hard. However, with Kruphix out, you will need to note what mana Kruphix is floating that came from somberwald sage; you still can only use that mana for creatures, it just became colorless.
**Loaming Shaman - Fairly inefficient graveyard hate because it lacks instant speed, but for budget builds, upgrading to Scavenging Ooze is really tight.
5
*****Prophet of Kruphix - This is a no-brainer. It is currently $1 and it breaks his God in half. If I could run 10 of these I would in a heartbeat. It's the best card in the deck by a mile.
*****Seedborn Muse - It's quite pricy and usually it is not as good as Prophet of Kruphix. But we most certainly want two of these effects.
???Psychosis Crawler - This card will depend on how much card draw I'm actually doing.
6
*****Deadeye Navigator - In blue-based blink decks, he closes out games quickly. I'm surprised it's so cheap, considering every blue-based blink deck runs this.
****Bane of Progress - There aren't too many artifacts and enchantments in this deck, making it largely a 1-sided artifact/enchantment sweeper.
7
***Diluvian Primordial - Usually I don't like playing this because it has consistency issues. But in budget builds that can't afford the premium bombs, this is fine. When it fetches good stuff from graveyards, the game usually just ends. However it also has a very low floor, if nobody has anything good in graveyards or someone exiled graveyards, etc. This spot can go to Sphinx of Uthuun depending on my mood, as the sphinx has a higher floor but a lower ceiling.
****Avenger of Zendikar - Speaking of premium bombs, Avenger is fairly pricy, but once you play it, you immediately build a very threatening army.
****Phyrexian Ingester - +1 mana over Duplicant, but Ingester usually having a bigger body has its uses. There's also enough creatures at 6 that it's fine having ingester over duplicant.
8
****Terastodon - The craziest board states start with Terastodon.
RAMP
Some creatures ramp, but additional ramp is required. Usually you want to ramp Kruphix out on T3 or 4, then you normally don't need to play anymore ramp. But you need a good amount of ramp to ensure that you can get Kruphix out quickly. If you don't reach 5-mana by turn 4 you are in trouble.
*****Sol Ring - Staple. Many of the temporary alliances forged in a standard EDH game are created based on who gets the turn 1 sol rings.
****Search for Tomorrow - A T1 ramp play that gets a land but also functions as a (usually) worse cultivate/kodama's reach.
**Boundless Realms - More of a silly card than anything because the deck has so many basics, largely to keep the budget down. It's usually your backup big ramp spell plan in case Kruphix can't stick around, and it is hilarious with Avenger of Zendikar, but it's more for lulz than anything.
DRAW
So you ramp quickly and get Kruphix out to start storing mana. But if you have no card draw you will take forever to draw into your bombs.
****Mystic Remora - This card needs more love. It does have a cumulative upkeep, but it's basically a 2-mana cheaper Rhystic Study that almost no one will ever pay for, so it will draw you cards well. Usually you stop paying the upkeep once it reaches 2-3 mana, but it all depends on the game state.
****Compulsion - The general gameplan for this deck is to get an early ramp spell to get Kruphix on T3 or 4, then just durdle until you can explode. This means you want to draw an early ramp spell, but don't want them after turn 4 or 5. Compulsion lets you pitch dead ramp spells (or whatever is dead) for more gas if at some point you don't need to float more mana.
***Compulsive Research - 3-for-1 at 3 mana is nice. The deck has a lot of lands and ramp spells to get Kruphix out quickly, so once he is out, compulsive research lets you pitch them.
****Recurring Insight - This can draw a ton of cards. Even if players have fairly modest hands, this will usually draw 3-4 twice, which is serviceable. And since EDH usually involves at least 1 player with more cards than that, you'll be very happy with the results. And if nobody has a good hand size, you're probably going to win.
*****Blue Sun's Zenith, Stroke of Genius - These are big reasons to run Kruphix. You can save up mana over several turns, then fire off a massive draw, and Kruphix even conveniently lets you store all the cards. It's almost like Wizards planned it that way...
FINISHERS
Of course you can't just ramp and draw cards all day. The cards you draw have to close out the game. These are the noncreature cards that do that.
*****Birthing Pod - It often doesn't end the game immediately, but getting a quick pod out can start generating you insane value. I would play this card until it breaks $15 and only then would I even remotely consider cutting it.
*****Tooth and Nail - One of the many cards in modern masters that went from double figures to under $5. Although certain cards from Modern Masters did not follow the law of supply and demand....
*****Genesis Wave - Similar to USZ and Stroke, except it doesn't interact well with nonpermanents and it is sorcery speed. But it will usually end the game if it's large enough.
****Planar Portal, Ring of Three Wishes - Not quite finishers in that they don't end the game on their own, but repeatable tutors are dangerous. These get really insane with Prophet of Kruphix, and especially Seedborn Muse out. Ring has only 3 wishes, but after the third wish you normally should have won by then.
****Omniscience, Enter the Infinite - I'm not a fan of 2-card combos, but if there was a general that would enjoy casting 10 or 12-mana spells, it would be this one. Plus since this deck has a budget restriction, I think it's okay to go a little more over-the-top. Omniscience is somewhat redundant when Kruphix can generate a lot of mana, but it's here as a backup plan in case Kruphix can't stick.
REMOVAL AND COUNTERS
So you drew cards and ramped. But people are disrupting you, or are playing things that will outrace you. You need removal to keep opponents honest. Noncreature ones will be listed here.
***Reality Shift - For decks with very aggressive generals or maybe you take this outside of the Pantheon group and someone is running something annoying like Hermit Druid, this is an out. This gets the nod over Pongify and Rapid Hybridization because exiling is important, although the chance that this card manifests something dangerous is always there.
***Relic of Progenitus - Graveyard hate is a necessary evil in EDH. While Loaming Shaman is around, it's not really good enough to get the job done on its own. At the very worst, Relic cantrips, so it's not the worst card to have.
***Unravel the Aether - Somewhat cheating since this deck is largely built for my friends making the Pantheon circle, but the Gods in general are increasing in popularity anyway, and to my knowledge this is the lowest CMC, instant-speed card that gets around indestructible in UG.
*****Cyclonic Rift - This card is nasty. It should be in every blue deck. It's absolutely dirt cheap in terms of money and gameplay. I personally think there are valid reasons to ban this card in EDH.
****Beast Within - I couldn't believe this card got printed when New Phyrexia came out. An extremely splashable instant-speed vindicate is nuts. It never was insane in constructed because leaving a 3/3 behind is relevant, but in EDH the 3/3 is alot less relevant.
****Propaganda - Staple. You spend most of your mid-lategame turns not doing anything, but building mana with Kruphix. This means you fall behind on the board often.
****Capsize - When you hit the lategame and a lot of mana, Capsize with buyback can close out games pretty well.
***Foil - Free counters are always great. It's good to have at least 1 just to keep opponents guessing and perhaps make them overly cautious. But since Force of Will is so obviously out of the budget, this is an affordable 0-mana hard counter, and hardcasting it for 4 isn't the end of the world either. However, remember to not always just play out every island you draw, since you need to pitch one for Foil.
???Plasm Capture - The extremely tight colored mana cost can make it very difficult to cast, and I'm not sure how this will pan out.
****Evacuation - You need sweepers to equalize the playing field. It's very awkward if you have to play this while Kruphix is turned into a creature though.
****Aetherspouts - A mediocre sweeper, but the deck durdles and falls behind on the board alot, so it's a necessary evil.
VALUE
Card that don't quite fit into any other category, but they fill important niches.
*****Green Sun's Zenith - Its banning in modern made this very affordable. Play it as a 6-mana Prophet/Seedborn, but it can even do more when needed. It can even get Kruphix back should he get tucked too.
***Leyline of Anticipation - While Kruphix lets you play draw-go when he's out, this is usually your backup plan to playing draw-go in case Kruphix can't stick. If you can get this out T1 it's pretty insane too.
LANDS
2-color decks could use expensive fetchlands to get an extremely streamlined manabase. However, a single fetchland would consume basically half the budget or more. Therefore we must settle for other standard lands.
****Breeding Pool - Currently sitting at around $7. I speculate that it will go down after rotation but will slowly climb back up. Until it breaks $10 it is worth using.
???Yavimaya Coast - This is getting reprinted in M15. It may or may not drive up prices temporarily as it will be available in standard and cause demand to skyrocket (even if supply would increase too). Its pricetag will depend on what mana fixing they have in Khans of Tarkir. Until then it's fairly affordable.
***Temple of Mystery - People have not been very high on the scry lands while Wizards thought they were just fine and dandy. While they are not as bad as the first impressions, they are still not great. Most streamlined decks can't afford lands that always enter tapped, but we play it because it's low-budget for a dual and 2-color decks can afford a few lands that ETB tapped. For higher budgets this is one of the first cuts to make.
****Simic Growth Chamber - It's deceptively good unless nobody in your playgroup has any threatening lands at all so this would become the biggest strip mine target on the table. It enters tapped, but it is actually card advantage on a land.
***Halimar Depths - It's a free sensei's divining top activation on a land. That's not too shabby. It's significantly better in fetchland builds that can shuffle their libraries often though.
****Reliquary Tower - While Kruphix is his own spellbook, it's nice to have a backup plan in case Kruphix can't stick around.
The forest count is higher since all of the ramp spells are green. However we want a good island count because of Foil.
OTHER OPTIONS
Usually I have a good section here detailing how to pimp out your deck. However, there are quite a few U, G, and UG (and even decks that are UGx, such as BUG or RUG) decklists on this site that have the regular staples you'd see, and I'm lazy now. Please refer to said decklists if you want to know what the power cards are that I could not find room for in this build. This section will be relegated to cards that I either tried and were not effective, cards that were effective but not worth the budget, or cards that I'm simply considering but have had no room to play them.
MEDIUM-BUDGET
These are cards that this budget deck could actually consider, although are still usually too high-cost for their effects.
Disrupting Shoal - An extremely bad version of Force of Will that is still more than serviceable.
Tolaria West - If the deck had actual 0-mana cards worth fetching, such as Pact of Negation, it would be worth running.
Bribery - It's quite expensive and is meta dependent. A lot of my friends run Homeward Path so this becomes an awful card. Keep an eye out on what kind of Homeward Path effects your playgroup runs and determine if this card is worth $10-15.
Phantasmal Image - A tad too high budget, but 2-mana clones are always insane. However it also depends on how many cards your group has that can repeatably target things (e.g. Staff of Nin); if the image can't stick for more than 1 turn it becomes significantly weaker.
Boseiju, Who Shelters All - Similar to Cavern of Souls in that if your meta is full of control, you should consider this card. However, unlike Cavern which is totally bonkers, this has enough drawbacks where you can't just jam this in.
Strip Mine - This deck would need Crucible of Worlds or Life from the Loam to really make this insane. A life from the loam package with a few strip-mine cards and cycling lands is not too shabby, considering Loam is like $2. However UG doesn't have the best reanimation effects (Regrowth/Eternal Witness effects notwithstanding) so it's hard to take insane advantage from the dredging.
Spell Crumple, Hinder - These are surprisingly expensive. Tucking is certainly powerful though.
DIDN'T PAN OUT
Cards that I have tried, but for whatever reason did not make the cut.
Prime Speaker Zegana - The deck doesn't have too many large creatures in it. In addition, you don't get to draw off of Kruphix's power unless you have 7+ devotion before Zegana etb's. And, because she adds so much devotion, she can easily turn Kruphix into a creature in a time you want to play your Evacuation, or run into dangerous sweepers like Terminus. She's still a good card draw, but blue has enough options that don't have these drawbacks for this Kruphix build.
CONSIDERING
Cards that I have some interest in but do not know how good they will be.
GENERAL STRATEGY
PARIS MULLIGANS
Mulligans are fairly simple with this deck. You want to reach 5 mana quickly, play Kruphix, float mana for a bit, and then fire off a massive spell. Your mulligans therefore need mana and 1-2 ramp spells to get Kruphix out no later than turn 4. A cheap draw spell power is fine to take. You normally don't need to keep counters or reactive cards unless you're up against hyper aggressive decks and you feel like you would be the biggest target on the table. You also similarly don't need to keep bombs unless your starting 7 already has 3 lands + 1-2 ramp spells.
EARLYGAME
Ramp to 5 mana. Getting Kruphix online ASAP is key to the deck. Without him, it becomes difficult to power out your big mana spells. However it's okay if Kruphix dies or gets countered, because that is one less answer to one of your bigger, more important threats. But the deck really wants to ramp in the first few turns so you don't flounder around doing nothing.
The deck has a couple of early reactive spells, but normally you just want to ramp.
MIDGAME
If it's turn 4 or 5 and you managed to stick Kruphix, you will want to more or less play draw-go. The deck has some flash enablers to let you get a little extra value so that you are not always forced to just float mana to Kruphix. Otherwise you just float mana and use your counters and removal wisely. If they want to kill Kruphix immediately that's generally fine. If you're floating alot of mana and someone wants to end-of-turn kill your kruphix, stop it if you can.
So what happens if you try to get Kruphix out but he dies or gets tucked? The deck has a good amount of cheap ramp spells (and a few big ones) to get Kruphix out early, so if Kruphix can't stick, just ramp and get extra mana the normal way. You'll have a lot less than if Kruphix did stick, but you should have enough to play your spells normally. Typically, if Kruphix is costing 9+ mana, it's better to not even cast him unless you have nothing else to do. If Kruphix does stick, you normally don't even want to bother casting your ramp spells, since floating the mana you'd spend on your rampant growth and giving it to Kruphix instead is more mana-efficient. Only cast those ramp spells if you suspect Kruphix will die soon.
Normally, you use normal spells to try and bait a counterspell/removal. Only then do you try to resolve Prophet of Kruphix or Seedborne Muse. These are the two cornerstones of the deck and allow you to float significantly more mana than normal. You need Kruphix and one of these two to really power out the big spells. Without them, the deck has a tendency to sputter and die unless you draw well.
Also, you want to note what kind of removal everyone is running, and whether or not it's safe to get 7 devotion for Kruphix. Sometimes you won't have a choice (like you only draw permanents to build devotion), but when you do draw a mix of cards, be careful that Kruphix doesn't incidentally die on you. For example, if you know an opponent runs Terminus, Kruphix will get tucked if you have the devotion, so play around it if possible.
LATEGAME
If Kruphix sticks, you should have at least 10-mana floating by turn 6 or 7 depending on when you got Kruphix online. Usually this is when you want to fire off your X-draw spells, your genesis wave, etc. Planar portal is pretty solid, especially with a Seedborne Muse to use it each turn. Normally, the big way to kill someone is to do the usual Omniscience + Enter the Infinite and then dump your hand. If you have Psychosis Crawler out before you Enter the Infinite you'll normally OHKO the whole table.
If Kruphix can't stick, you'll have less mana to work with, so you'll need to do it in fairer ways, like making an Avenger of Zendikar army.
You'll likely cast at least one sweeper every game. While you float mana, you aren't building your board, so a sweeper equalizes that.
As you float more and more mana while not building your board, people will start attacking you (if they don't already gang up on you in the beginning). Players with no board tend to invite random critters to swing in, and players with alot of mana also signal to people that something huge is going to happen soon. You need to know what to counter/remove and what you will need to let go. Aside from anything that will immediately kill you, you should only care if it will attack your mana or your cards. This deck has some of the most powerful lategame spells to fire off, so all you want to do is make the game go long.
For example, suppose it's a 4-way free for all, and suppose you have Kruphix and you now cast Prophet, but you have no removal spells and one counterspell and one stroke of genius. Your first opponent plays necropotence. As powerful as necro is, you usually will need to let that slide. Your focus should be on not dying, and then your next focus should be on floating as much mana as you can to fire off a huge stroke of genius. If you counter that necro, you leave yourself vulernable to letting your Prophet die or someone just killing you.
Remember to only float mana during the end step whenever possible, right before you untap. This is because floating it at, say, 2nd main phase means the mana becomes colorless during the end step, which gives opponents an opportunity to work around your removal and counterspells. Floating at end step means the mana remains colored until the next player's upkeep where permanents untap before anyone gets priority.
CHANGELOGS
2/13/15
+ Reality Shift
- Rapid Hybridization
Exiling is important, although giving a dangerous manifest creature is always possible.
also the budget has jumped to $107, apparently because omniscience jumped in price. I'll have to think about whether or not it's worth the budget or not.
WHO IS KRUPHIX, GOD OF HORIZONS? WHY PLAY THIS COMMANDER?
flyingcard game, altogether.It's an entirely different kind of card game.
His abilities, while nearly useless in constructed, are fairly flexible and are fairly useful things to have in EDH. Many players, at least the ones at my LGS, have Reliquary Tower in their deck, and having your general be a reliquary tower is a nice bonus. Of course the big boon is being able to save mana.
Multiplayer EDH is a battle of mana and cards. The most powerful decks either have extremely good mana and/or card draw to power through disruption (by playing either extremely efficient cards or powering out a ton of mana quickly), or greatly constrict mana and/or card draw for all opponents (like armageddon). Kruphix helps you win mana battles fairly well. While his mana-production is not the same as cards like Mana Reflection where you'd get the mana "immediately", he lets you play draw-go once he's out and giving you the ability to save mana when available. Think of a typical draw-go control build where they want to have counterspell mana, but want to use instants when the opponent doesn't have anything worth countering and the control player doesn't want that mana to go to waste. Kruphix lets you float that mana for later use instead. And when blue and green are both great colors for drawing cards, you can see that Kruphix decks can be very powerful when fine-tuned, having a strong foothold on the two cornerstones of EDH. In addition, since several EDH card draw spells do it in huge chunks (Blue Sun's Zenith, Regal Force, etc.), it's nice to have an infinite hand size to not discard down to 7.
Of course, I personally have several green-based decks already. And it turns out that Kruphix doesn't play that differently than said green decks. Ramp quickly, draw a lot of cards, and explode onto the board. It seems pointless to get a deck that plays out like other decks that I already have. But the real reason why I picked Kruphix is that my group of friends are trying out a Pantheon circle where we all pick a Theros God as our general. After my friends picked out a bunch of the Theros Gods, I decided to settle on Kruphix, as I'm quite comfortable with UG.
In addition, I decided that it was a good opportunity to try another budget deck. I currently have a budget Talrand deck specifically for French 1v1 EDH, but not many people play by those rules, so I don't have many chances to bust him out. However with a multiplayer deck, I could find a game blindfolded. Part of the reason is that budget-constraints breed creativity and deckbuilding; rather than stuffing every powerful UG staple (and there are quite a lot out there), I must balance power and monetary costs. In addition, Kruphix may be the best out of all the generals, since I do think UG is potentially the best color combination out of the 15 available (fighting for UB and BG, but someone already built Phenax and Pharika kinda sucks), and Kruphix as a standalone card is no slouch either, and as such going all-out may give me an unfair advantage and/or may cause people to gang up on me. In addition, should budget-builds succeed, it is a good way to show newer players to magic, who may be turned away from the game or the format by what they perceive to be a monetary barrier, that you can still have a good time and a good deck with a low budget.
The current budget goal is $100 using the low-price on magic.tcgplayer.com.
Where did my paycheck go?
This is a deck that's still heavily under construction. I'm so used to stuffing many expensive UG staples such as Sylvan Library and Consecrated Sphinx that this will take time to flush out.
PERSONAL HISTORY
The allure of EDH to me is the accessibility and the atmosphere of the format. You have an extremely large array of cards to choose from, which can result in many decks with wildly varying themes and power levels, so players are better able to construct the decks they desire. Because of the huge emphasis on politics in a typical EDH game, players who have weaker decks can still compete with players with fine-tuned decks as long as they play their politics correctly. This also reduces the monetary barrier to the format compared to something like legacy or even standard.
I consider myself to be a Timmy and a Johnny with some elements of Spike. The Spike part of me, however, barely shows up if there are no tangible prizes to play for. When there are tangible prizes to play for, I do enjoy getting those prizes. However, during EDH with friends where we play for fun and for pride, the frequency that I win at in EDH doesn't matter as much as how I win.
My EDH decks therefore are not for highly competitive play or for entering actual EDH tournaments; they are constructed based on my personal whims. As the playgroup I hang out with don't have hyper-strong decks (they are good decks but they purposely avoid the extremely powerful cards/interactions), I purposely drop the power level of my decks to around theirs. They are my friends, and as such having everyone in the group split games fairly evenly personally makes me happy too. No one likes losing every single game, and the best way to have your playgroup get annoyed with you is to win an overwhelming amount of games, and I don't want to be the guy to force players to get better or to start playing a certain way.
This doesn't mean my EDH decks cannot be fine-tuned for more aggressive playgroups or have a shot in tournaments. Often it just takes a couple of changes in card choices, or a quick change in the theme/game plan (which then relates to making a bunch of easy card changes). You can also often make power level reductions or cost reductions to the deck as well.
DECK HISTORY
Additional iterations/directions the deck takes will be listed here. I really just put together the deck not too long ago and am still trying to get games in with it.
DECK LIST
BY CARD TYPE
1x Avenger of Zendikar
1x Bane of Progress
1x Brutalizer Exarch
1x Deadeye Navigator
1x Diluvian Primordial
1x Eternal Witness
1x Farhaven Elf
1x Joraga Treespeaker
1x Loaming Shaman
1x Mulldrifter
1x Mystic Snake
1x Phyrexian Ingester
1x Phyrexian Metamorph
1x Prophet of Kruphix
1x Psychosis Crawler
1x Sakura-Tribe Elder
1x Seedborn Muse
1x Solemn Simulacrum
1x Somberwald Sage
1x Terastodon
1x Trygon Predator
1x Wood Elves
Artifact (7)
1x Birthing Pod
1x Darksteel Ingot
1x Planar Portal
1x Relic of Progenitus
1x Ring of Three Wishes
1x Simic Signet
1x Sol Ring
1x AEtherspouts
1x Beast Within
1x Blue Sun's Zenith
1x Brainstorm
1x Capsize
1x Careful Consideration
1x Counterspell
1x Cyclonic Rift
1x Evacuation
1x Foil
1x Plasm Capture
1x Reality Shift
1x Stroke of Genius
1x Unravel the Aether
Sorcery (13)
1x Boundless Realms
1x Compulsive Research
1x Cultivate
1x Enter the Infinite
1x Genesis Wave
1x Green Sun's Zenith
1x Kodama's Reach
1x Nature's Lore
1x Rampant Growth
1x Recurring Insight
1x Search for Tomorrow
1x Tooth and Nail
1x Treasure Cruise
1x Compulsion
1x Leyline of Anticipation
1x Mystic Remora
1x Omniscience
1x Propaganda
1x Rhystic Study
Land (37)
1x Alchemist's Refuge
1x Breeding Pool
1x Command Tower
14x Forest
1x Halimar Depths
1x Hinterland Harbor
11x Island
1x Myriad Landscape
1x Reliquary Tower
1x Simic Growth Chamber
1x Simic Guildgate
1x Temple of Mystery
1x Temple of the False God
1x Yavimaya Coast
BY CMC
1 brainstorm
1 green sun's zenith
1 joraga treespeaker
1 mystic remora
1 relic of progenitus
1 search for tomorrow
1 sol ring
2 CMC (9)
1 compulsion
1 counterspell
1 cyclonic rift
1 nature's lore
1 rampant growth
1 Reality shift
1 sakura-tribe elder
1 simic signet
1 unravel the aether
3 CMC (17)
1 beast within
1 blue sun's zenith
1 capsize
1 compulsive research
1 cultivate
1 darksteel ingot
1 eternal witness
1 farhaven elf
1 genesis wave
1 kodama's reach
1 loaming shaman
1 propaganda
1 rhystic study
1 somberwald sage
1 stroke of genius
1 trygon predator
1 wood elves
1 birthing pod
1 careful consideration
1 foil
1 leyline of anticipation
1 mystic snake
1 phyrexian metamorph
1 plasm capture
1 solemn simulacrum
5 CMC (7)
1 aetherspouts
1 evacuation
1 mulldrifter
1 prophet of kruphix
1 psychosis crawler
1 ring of three wishes
1 seedborn muse
6 CMC (5)
1 bane of progress
1 brutalizer exarch
1 deadeye navigator
1 planar portal
1 recurring insight
7 CMC (5)
1 avenger of zendikar
1 boundless realms
1 diluvian primordial
1 phyrexian ingester
1 tooth and nail
1 terastodon
1 treasure cruise
10 CMC (1)
1 omniscience
12 CMC (1)
1 enter the infinite
LANDS (37)
1 command tower
14 forest
11 island
1 breeding pool
1 yavimaya coast
1 hinterland harbor
1 temple of mystery
1 simic guildgate
1 simic growth chamber
1 halimar depths
1 reliquary tower
1 alchemist's refuge
1 temple of the false god
1 myriad landscape
Current budget - $107.17 (using the low price on magic.tcgplayer.com)
CARD OPTIONS
* - I mostly run this card for personal preference.
** - Has a nice niche, but can be cut for a different card.
*** - A good value card. You can cut for a different card but I don't recommend it.
**** - A staple. I do not recommend cutting this card.
***** - One of the cornerstones of the deck.
CREATURES
The creatures listed here will be in converted mana cost order, as there is a Birthing Pod curve.
1
****Joraga Treespeaker - Mana dorks can be awkward in EDH because they get swept away in sweepers so easily. However, a T1 treespeaker gives you 5 mana on T3, just enough for Kruphix, while also giving you GG on T2. This makes it important enough to run.
2
****Sakura-tribe Elder - Staple.
3
****Wood Elves - Staple.
****Farhaven Elf - Staple.
*****Eternal Witness - Staple.
****Trygon Predator - Staple.
****Somberwald Sage - I'm not sure why more people don't play this guy. He's a mana dork that ramps very hard. However, with Kruphix out, you will need to note what mana Kruphix is floating that came from somberwald sage; you still can only use that mana for creatures, it just became colorless.
**Loaming Shaman - Fairly inefficient graveyard hate because it lacks instant speed, but for budget builds, upgrading to Scavenging Ooze is really tight.
4
****Solemn Simulacrum - The ultimate value card in EDH.
****Mystic Snake - Staple.
****Phyrexian Metamorph - Staple.
5
*****Prophet of Kruphix - This is a no-brainer. It is currently $1 and it breaks his God in half. If I could run 10 of these I would in a heartbeat. It's the best card in the deck by a mile.
*****Seedborn Muse - It's quite pricy and usually it is not as good as Prophet of Kruphix. But we most certainly want two of these effects.
****Mulldrifter - Staple.
???Psychosis Crawler - This card will depend on how much card draw I'm actually doing.
6
*****Deadeye Navigator - In blue-based blink decks, he closes out games quickly. I'm surprised it's so cheap, considering every blue-based blink deck runs this.
****Bane of Progress - There aren't too many artifacts and enchantments in this deck, making it largely a 1-sided artifact/enchantment sweeper.
***Brutalizer Exarch - It keeps opponents honest.
7
***Diluvian Primordial - Usually I don't like playing this because it has consistency issues. But in budget builds that can't afford the premium bombs, this is fine. When it fetches good stuff from graveyards, the game usually just ends. However it also has a very low floor, if nobody has anything good in graveyards or someone exiled graveyards, etc. This spot can go to Sphinx of Uthuun depending on my mood, as the sphinx has a higher floor but a lower ceiling.
****Avenger of Zendikar - Speaking of premium bombs, Avenger is fairly pricy, but once you play it, you immediately build a very threatening army.
****Phyrexian Ingester - +1 mana over Duplicant, but Ingester usually having a bigger body has its uses. There's also enough creatures at 6 that it's fine having ingester over duplicant.
8
****Terastodon - The craziest board states start with Terastodon.
RAMP
Some creatures ramp, but additional ramp is required. Usually you want to ramp Kruphix out on T3 or 4, then you normally don't need to play anymore ramp. But you need a good amount of ramp to ensure that you can get Kruphix out quickly. If you don't reach 5-mana by turn 4 you are in trouble.
*****Sol Ring - Staple. Many of the temporary alliances forged in a standard EDH game are created based on who gets the turn 1 sol rings.
****Search for Tomorrow - A T1 ramp play that gets a land but also functions as a (usually) worse cultivate/kodama's reach.
***Rampant Growth - Usable.
***Nature's Lore - Usable.
***Simic Signet, Darksteel ingot - Not the greatest, but a couple of mana rocks help prevent you from auto-scooping to Armageddon and the like.
****Cultivate, Kodama's Reach - These get you from 3 to 5, so they're cool.
**Boundless Realms - More of a silly card than anything because the deck has so many basics, largely to keep the budget down. It's usually your backup big ramp spell plan in case Kruphix can't stick around, and it is hilarious with Avenger of Zendikar, but it's more for lulz than anything.
DRAW
So you ramp quickly and get Kruphix out to start storing mana. But if you have no card draw you will take forever to draw into your bombs.
****Brainstorm - Staple.
****Mystic Remora - This card needs more love. It does have a cumulative upkeep, but it's basically a 2-mana cheaper Rhystic Study that almost no one will ever pay for, so it will draw you cards well. Usually you stop paying the upkeep once it reaches 2-3 mana, but it all depends on the game state.
****Compulsion - The general gameplan for this deck is to get an early ramp spell to get Kruphix on T3 or 4, then just durdle until you can explode. This means you want to draw an early ramp spell, but don't want them after turn 4 or 5. Compulsion lets you pitch dead ramp spells (or whatever is dead) for more gas if at some point you don't need to float more mana.
*****Rhystic Study - Staple.
***Compulsive Research - 3-for-1 at 3 mana is nice. The deck has a lot of lands and ramp spells to get Kruphix out quickly, so once he is out, compulsive research lets you pitch them.
***Careful Consideration - Similar to Compulsive Research.
****Recurring Insight - This can draw a ton of cards. Even if players have fairly modest hands, this will usually draw 3-4 twice, which is serviceable. And since EDH usually involves at least 1 player with more cards than that, you'll be very happy with the results. And if nobody has a good hand size, you're probably going to win.
****Treasure Cruise - Budget ancestral recall.
*****Blue Sun's Zenith, Stroke of Genius - These are big reasons to run Kruphix. You can save up mana over several turns, then fire off a massive draw, and Kruphix even conveniently lets you store all the cards. It's almost like Wizards planned it that way...
FINISHERS
Of course you can't just ramp and draw cards all day. The cards you draw have to close out the game. These are the noncreature cards that do that.
*****Birthing Pod - It often doesn't end the game immediately, but getting a quick pod out can start generating you insane value. I would play this card until it breaks $15 and only then would I even remotely consider cutting it.
*****Tooth and Nail - One of the many cards in modern masters that went from double figures to under $5. Although certain cards from Modern Masters did not follow the law of supply and demand....
*****Genesis Wave - Similar to USZ and Stroke, except it doesn't interact well with nonpermanents and it is sorcery speed. But it will usually end the game if it's large enough.
****Planar Portal, Ring of Three Wishes - Not quite finishers in that they don't end the game on their own, but repeatable tutors are dangerous. These get really insane with Prophet of Kruphix, and especially Seedborn Muse out. Ring has only 3 wishes, but after the third wish you normally should have won by then.
****Omniscience, Enter the Infinite - I'm not a fan of 2-card combos, but if there was a general that would enjoy casting 10 or 12-mana spells, it would be this one. Plus since this deck has a budget restriction, I think it's okay to go a little more over-the-top. Omniscience is somewhat redundant when Kruphix can generate a lot of mana, but it's here as a backup plan in case Kruphix can't stick.
REMOVAL AND COUNTERS
So you drew cards and ramped. But people are disrupting you, or are playing things that will outrace you. You need removal to keep opponents honest. Noncreature ones will be listed here.
***Reality Shift - For decks with very aggressive generals or maybe you take this outside of the Pantheon group and someone is running something annoying like Hermit Druid, this is an out. This gets the nod over Pongify and Rapid Hybridization because exiling is important, although the chance that this card manifests something dangerous is always there.
***Relic of Progenitus - Graveyard hate is a necessary evil in EDH. While Loaming Shaman is around, it's not really good enough to get the job done on its own. At the very worst, Relic cantrips, so it's not the worst card to have.
***Unravel the Aether - Somewhat cheating since this deck is largely built for my friends making the Pantheon circle, but the Gods in general are increasing in popularity anyway, and to my knowledge this is the lowest CMC, instant-speed card that gets around indestructible in UG.
*****Cyclonic Rift - This card is nasty. It should be in every blue deck. It's absolutely dirt cheap in terms of money and gameplay. I personally think there are valid reasons to ban this card in EDH.
****Counterspell - Staple.
****Beast Within - I couldn't believe this card got printed when New Phyrexia came out. An extremely splashable instant-speed vindicate is nuts. It never was insane in constructed because leaving a 3/3 behind is relevant, but in EDH the 3/3 is alot less relevant.
****Propaganda - Staple. You spend most of your mid-lategame turns not doing anything, but building mana with Kruphix. This means you fall behind on the board often.
****Capsize - When you hit the lategame and a lot of mana, Capsize with buyback can close out games pretty well.
***Foil - Free counters are always great. It's good to have at least 1 just to keep opponents guessing and perhaps make them overly cautious. But since Force of Will is so obviously out of the budget, this is an affordable 0-mana hard counter, and hardcasting it for 4 isn't the end of the world either. However, remember to not always just play out every island you draw, since you need to pitch one for Foil.
???Plasm Capture - The extremely tight colored mana cost can make it very difficult to cast, and I'm not sure how this will pan out.
****Evacuation - You need sweepers to equalize the playing field. It's very awkward if you have to play this while Kruphix is turned into a creature though.
****Aetherspouts - A mediocre sweeper, but the deck durdles and falls behind on the board alot, so it's a necessary evil.
VALUE
Card that don't quite fit into any other category, but they fill important niches.
*****Green Sun's Zenith - Its banning in modern made this very affordable. Play it as a 6-mana Prophet/Seedborn, but it can even do more when needed. It can even get Kruphix back should he get tucked too.
***Leyline of Anticipation - While Kruphix lets you play draw-go when he's out, this is usually your backup plan to playing draw-go in case Kruphix can't stick. If you can get this out T1 it's pretty insane too.
LANDS
2-color decks could use expensive fetchlands to get an extremely streamlined manabase. However, a single fetchland would consume basically half the budget or more. Therefore we must settle for other standard lands.
****Breeding Pool - Currently sitting at around $7. I speculate that it will go down after rotation but will slowly climb back up. Until it breaks $10 it is worth using.
*****Command Tower - Staple.
???Yavimaya Coast - This is getting reprinted in M15. It may or may not drive up prices temporarily as it will be available in standard and cause demand to skyrocket (even if supply would increase too). Its pricetag will depend on what mana fixing they have in Khans of Tarkir. Until then it's fairly affordable.
****Hinterland Harbor - Staple.
***Temple of Mystery - People have not been very high on the scry lands while Wizards thought they were just fine and dandy. While they are not as bad as the first impressions, they are still not great. Most streamlined decks can't afford lands that always enter tapped, but we play it because it's low-budget for a dual and 2-color decks can afford a few lands that ETB tapped. For higher budgets this is one of the first cuts to make.
**Simic Guildgate - Usable for the budget.
****Simic Growth Chamber - It's deceptively good unless nobody in your playgroup has any threatening lands at all so this would become the biggest strip mine target on the table. It enters tapped, but it is actually card advantage on a land.
***Halimar Depths - It's a free sensei's divining top activation on a land. That's not too shabby. It's significantly better in fetchland builds that can shuffle their libraries often though.
****Reliquary Tower - While Kruphix is his own spellbook, it's nice to have a backup plan in case Kruphix can't stick around.
****Alchemist's Refuge - Again, draw-go.
****Temple of the False God - Staple.
****Myriad Landscape - Ramp on a land.
14 forest
11 island
The forest count is higher since all of the ramp spells are green. However we want a good island count because of Foil.
OTHER OPTIONS
MEDIUM-BUDGET
Disrupting Shoal - An extremely bad version of Force of Will that is still more than serviceable.
Pact of Negation - See above.
Tolaria West - If the deck had actual 0-mana cards worth fetching, such as Pact of Negation, it would be worth running.
Bribery - It's quite expensive and is meta dependent. A lot of my friends run Homeward Path so this becomes an awful card. Keep an eye out on what kind of Homeward Path effects your playgroup runs and determine if this card is worth $10-15.
Time Warp, Temporal Mastery, Walk the Aeons - Time walk effects are always cool. But I'm not sure if it's worth the pricetag.
Phantasmal Image - A tad too high budget, but 2-mana clones are always insane. However it also depends on how many cards your group has that can repeatably target things (e.g. Staff of Nin); if the image can't stick for more than 1 turn it becomes significantly weaker.
Boseiju, Who Shelters All - Similar to Cavern of Souls in that if your meta is full of control, you should consider this card. However, unlike Cavern which is totally bonkers, this has enough drawbacks where you can't just jam this in.
Strip Mine - This deck would need Crucible of Worlds or Life from the Loam to really make this insane. A life from the loam package with a few strip-mine cards and cycling lands is not too shabby, considering Loam is like $2. However UG doesn't have the best reanimation effects (Regrowth/Eternal Witness effects notwithstanding) so it's hard to take insane advantage from the dredging.
Mindslaver, Academy Ruins - Mindslaver lock is always available for blue.
Spell Crumple, Hinder - These are surprisingly expensive. Tucking is certainly powerful though.
DIDN'T PAN OUT
Prime Speaker Zegana - The deck doesn't have too many large creatures in it. In addition, you don't get to draw off of Kruphix's power unless you have 7+ devotion before Zegana etb's. And, because she adds so much devotion, she can easily turn Kruphix into a creature in a time you want to play your Evacuation, or run into dangerous sweepers like Terminus. She's still a good card draw, but blue has enough options that don't have these drawbacks for this Kruphix build.
CONSIDERING
GENERAL STRATEGY
PARIS MULLIGANS
Mulligans are fairly simple with this deck. You want to reach 5 mana quickly, play Kruphix, float mana for a bit, and then fire off a massive spell. Your mulligans therefore need mana and 1-2 ramp spells to get Kruphix out no later than turn 4. A cheap draw spell power is fine to take. You normally don't need to keep counters or reactive cards unless you're up against hyper aggressive decks and you feel like you would be the biggest target on the table. You also similarly don't need to keep bombs unless your starting 7 already has 3 lands + 1-2 ramp spells.
EARLYGAME
Ramp to 5 mana. Getting Kruphix online ASAP is key to the deck. Without him, it becomes difficult to power out your big mana spells. However it's okay if Kruphix dies or gets countered, because that is one less answer to one of your bigger, more important threats. But the deck really wants to ramp in the first few turns so you don't flounder around doing nothing.
The deck has a couple of early reactive spells, but normally you just want to ramp.
MIDGAME
If it's turn 4 or 5 and you managed to stick Kruphix, you will want to more or less play draw-go. The deck has some flash enablers to let you get a little extra value so that you are not always forced to just float mana to Kruphix. Otherwise you just float mana and use your counters and removal wisely. If they want to kill Kruphix immediately that's generally fine. If you're floating alot of mana and someone wants to end-of-turn kill your kruphix, stop it if you can.
So what happens if you try to get Kruphix out but he dies or gets tucked? The deck has a good amount of cheap ramp spells (and a few big ones) to get Kruphix out early, so if Kruphix can't stick, just ramp and get extra mana the normal way. You'll have a lot less than if Kruphix did stick, but you should have enough to play your spells normally. Typically, if Kruphix is costing 9+ mana, it's better to not even cast him unless you have nothing else to do. If Kruphix does stick, you normally don't even want to bother casting your ramp spells, since floating the mana you'd spend on your rampant growth and giving it to Kruphix instead is more mana-efficient. Only cast those ramp spells if you suspect Kruphix will die soon.
Normally, you use normal spells to try and bait a counterspell/removal. Only then do you try to resolve Prophet of Kruphix or Seedborne Muse. These are the two cornerstones of the deck and allow you to float significantly more mana than normal. You need Kruphix and one of these two to really power out the big spells. Without them, the deck has a tendency to sputter and die unless you draw well.
Also, you want to note what kind of removal everyone is running, and whether or not it's safe to get 7 devotion for Kruphix. Sometimes you won't have a choice (like you only draw permanents to build devotion), but when you do draw a mix of cards, be careful that Kruphix doesn't incidentally die on you. For example, if you know an opponent runs Terminus, Kruphix will get tucked if you have the devotion, so play around it if possible.
LATEGAME
If Kruphix sticks, you should have at least 10-mana floating by turn 6 or 7 depending on when you got Kruphix online. Usually this is when you want to fire off your X-draw spells, your genesis wave, etc. Planar portal is pretty solid, especially with a Seedborne Muse to use it each turn. Normally, the big way to kill someone is to do the usual Omniscience + Enter the Infinite and then dump your hand. If you have Psychosis Crawler out before you Enter the Infinite you'll normally OHKO the whole table.
If Kruphix can't stick, you'll have less mana to work with, so you'll need to do it in fairer ways, like making an Avenger of Zendikar army.
You'll likely cast at least one sweeper every game. While you float mana, you aren't building your board, so a sweeper equalizes that.
As you float more and more mana while not building your board, people will start attacking you (if they don't already gang up on you in the beginning). Players with no board tend to invite random critters to swing in, and players with alot of mana also signal to people that something huge is going to happen soon. You need to know what to counter/remove and what you will need to let go. Aside from anything that will immediately kill you, you should only care if it will attack your mana or your cards. This deck has some of the most powerful lategame spells to fire off, so all you want to do is make the game go long.
For example, suppose it's a 4-way free for all, and suppose you have Kruphix and you now cast Prophet, but you have no removal spells and one counterspell and one stroke of genius. Your first opponent plays necropotence. As powerful as necro is, you usually will need to let that slide. Your focus should be on not dying, and then your next focus should be on floating as much mana as you can to fire off a huge stroke of genius. If you counter that necro, you leave yourself vulernable to letting your Prophet die or someone just killing you.
Remember to only float mana during the end step whenever possible, right before you untap. This is because floating it at, say, 2nd main phase means the mana becomes colorless during the end step, which gives opponents an opportunity to work around your removal and counterspells. Floating at end step means the mana remains colored until the next player's upkeep where permanents untap before anyone gets priority.
CHANGELOGS
2/13/15
+ Reality Shift
- Rapid Hybridization
Exiling is important, although giving a dangerous manifest creature is always possible.
12/18/14
Version 1.0
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)
+ reality shift
- rapid hybridization
also the budget has jumped to $107, apparently because omniscience jumped in price. I'll have to think about whether or not it's worth the budget or not.
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)
I'm not sure what I want to replace it with but it has to go
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)