Mid-tier Group Hug deck centred on storing large amounts of mana with Kruphix, God of Horizons; using that to pay for X draw spells (i.e. Fascination; Pull from Tomorrow); then draw your deck and win via Thassa's Oracle or (slightly less reliable) Jace, Wielder of Mysteries. No Laboratory Maniac, because three win-cons is too redundant, and Thassa is a lot more reliable than Lab Man.

Use first few turns to ramp if possible, or if not, have all players draw--pivotal to play Kruphix or an untapper ASAP. Use the group hug elements to keep other three players preoccupied with each other (they will usually build very obviously threatening boards) while you continue to build draw engines and amass mana, usually by casting one X draw spell each turn cycle. At a certain point, with sufficient mana on Kruphix and card draw in hand, your win is all but unavoidable due to counters and answers in hand and deck, though the other players will almost never realize this. Look for an opportunity for a big draw X spell or to resolve an Enter the Infinite to win.

Final tip: unless you need Kruphix to block, it is almost always correct to purposefully keep him from becoming a creature, thus dodging exile/bounce-based removal that hits creatures (i.e. Whelming Wave; Merciless Eviction).

This deck almost always leads to all players stating they had a great time playing since the group hug dynamics can lead to very exciting and swingy turns.

Key cards to find:

  • Alchemist's Refuge and Leyline of Anticipation, which let's you really control the board state by holding up mana for counters/removal and play card draw pieces at the last possible moment. Alchemist's is the land to tutor for via Tempt with Discovery.

  • Seedborn Muse; Awakening; and Wilderness Reclamation, ordered in desirability. These are your untappers and they are absolutely key; every win I've had with this deck involved one of these three lasting for multiple turns, allowing mass amounts of mana stored on Kruphix. Win state is exponentially longer to achieve without one of these relatively early, and a lot less likely since the other players will have more turns to knock each other and then you out with their super-juiced board states and hands. Aside from Kruphix itself, these three are the most critical to protect with counters.

Other noteworthy card choices:

  • Dawnstrider: Repeatable Fog is huge help for this deck, which is otherwise pretty vulnerable to creature combat. The cost is trivial for this deck.

  • Ixidron; Curse of the Swine; Mass Manipulation; Evacuation; and AEtherize: Your board wipes. Ixidron and Evacuation being here also reinforces importance of keeping Kruphix from becoming a creature unless absolutely necessary for blocking.

  • Folio of Fancies and Psychosis Crawler: Alternative win-cons via milling opponents and through damage respectively--not because there is any risk to Plan A necessarily, but because these alt wins can sometimes appear faster.

  • Venser's Journal: key card against decks looking to kill via non-combat damage (i.e. Red burn decks).

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Comments

95% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

44 - 0 Rares

13 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.23
Tokens Boar 2/2 G
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