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Kruphix Hug/Slug/Infinite Squirrels

Commander / EDH

Neuromancer13


Maybeboard


UPDATED 10/4/18

Pleasantly surprised with the attention this deck has received over the past year or so since I've updated it. There's never a game that I don't enjoy when I play Kruphix, but I usually only bring him out if there are three or more opponents. When I play him with two opponents, one removes the other and then I defeat the remaining opponent. In 1v1, I lose pretty hard.

This deck still hides behind the facade of group hug with tons of mana doublers, table-wide draw spells, and good political plays. Since it does require some politics, I try not to run cards that are high investment and do nothing when they resolve (e.g. Thought Reflection), or give too strong an advantage early (e.g. Burgeoning) But this deck has a sinister side. As soon as you drop any of the large threats, the table usually folds beneath the high impact nature of the play.

I also include some cards with mechanics or flavor that I love. These could be removed to make the deck more consistent/competitive, but my meta encourages these deck-building decisions.

It does have some glaring weaknesses, though. Here are the problematic decks I have encountered/dread to one day encounter. I've listed them in order of how common the archetype is, and how concerning the threat is:

1) Concentrated aggression. This deck folds quickly to any sort of aggressive deck, especially if they target you first. Looking at you, Edgar Markov. Many of my early game plays are mana dorks and ramp, so concentrated hate from wide/tall decks are problematic.

2) Hand hate strategies. Fortunately, no one in my meta plays a discard-heavy deck or a deck that sees everyone else's hand. But this deck loves to sit back with a hand full of counterspells and a Praetor, waiting for the perfect moment to turn up the heat against its opponents.

3) Highly-tuned combo decks. While this deck does try to close out with a combo, any decks that commit harder are going to enjoy having double mana and more cards in hand. This deck shouldn't be played at a cEDH table or any table with only combo decks. I've found I usually have the removal to prevent one combo.

Combos used to be entirely based on the incredible power of Intruder Alarm, but I've added a few more.

Main Combo: Intruder Alarm + Squirrel's Nest + any creature that untaps land. You can untap your creatures indefinitely and create as many squirrel tokens as you want. Presence of Gond and Kazandu Tuskcaller also work.

Other Intruder Alarm Combos: Bonus points if you have a mana dork on the field at the same time, as this grants infinite mana. Similarly, Pemmin's Aura or Freed from the Real grant infinite mana with a mana doubler + untap land creature, or untap artifact creature + . With this infinite mana, the world is your oyster. Combos include: storm out with a Capsize, Walking Ballista, draw all your cards into Laboratory Maniac, and Helix Pinnacle to win.

To do: Acquire OG Eldrazi Titans, add them in with From Beyond.

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Date added 8 years
Last updated 6 years
Exclude colors WBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

31 - 0 Rares

18 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.41
Tokens Beast 3/3 G, Boar 2/2 G, Elephant 3/3 G, Elf Warrior 1/1 G, Emblem Kiora, the Crashing Wave, Kraken 9/9 U, Squirrel 1/1 G
Folders Group Hug, EDH Ideas, Decks I Find Interesting
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