Current build / 100-CARD BUILD

Kruphix,
God of Horizons

Simic

Save up something enormous.

Make the reserve worth spending. Browse the current build’s cards and rules.

Explore the 100-card deck ↓
Artwork for Kruphix, God of HorizonsMEET YOUR COMMANDERKruphix, God of Horizons
Kruphix, God of Horizons · Featured commander

STRATEGY · 3 PHASES

How this build plays

Kruphix banks unused mana while untap effects refill the sources. The list converts that reserve into scalable spells and card draw, but symmetrical draw engines and damage spells require careful timing.

  1. 01SET THE STAGE

    Keep what the turn would throw away

    Seedborn Muse untaps your permanents during each opponent’s untap step. Tap mana sources when you receive priority and Kruphix turns otherwise-lost mana into colorless instead. Wilderness Reclamation gives the lands another untap at your end step. Stored mana does not retain its original colors.

    • Kruphix, God of Horizons
    • Seedborn Muse
    • Wilderness Reclamation
    Rules text for these cards

    Kruphix, God of Horizons

    Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.

    Seedborn Muse

    Untap all permanents you control during each other player's untap step.

    Wilderness Reclamation

    At the beginning of your end step, untap all lands you control.

  2. 02BUILD THE ENGINE

    Make the reserve worth spending

    Doubling Cube doubles each type of mana already in your pool after you pay its activation cost. Kruphix keeps the unused result between steps and turns. Blue Sun’s Zenith can turn that reserve into cards, provided you separately supply its blue mana.

    • Kruphix, God of Horizons
    • Doubling Cube
    • Blue Sun's Zenith
    Rules text for these cards

    Kruphix, God of Horizons

    Indestructible As long as your devotion to green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.

    Doubling Cube

    {3}, {T}: Double the amount of each type of unspent mana you have.

    Blue Sun's Zenith

    Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.

  3. 03CARRY IT THROUGH

    Choose how much is enough

    Psychosis Crawler turns a large Stroke of Genius into life loss for every opponent, one trigger per card drawn. Squall Line offers another scalable outlet, but damages you as well as opponents and flying creatures; reserve enough life and green mana before choosing X.

    • Psychosis Crawler
    • Stroke of Genius
    • Squall Line
    Rules text for these cards

    Psychosis Crawler

    Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.

    Stroke of Genius

    Target player draws X cards.

    Squall Line

    Squall Line deals X damage to each creature with flying and each player.

Explore this build

Commander

1 card

Creature

14 cards

Instant

17 cards

Land

27 cards

Sorcery

12 cards

Enchantment

15 cards

Artifact

14 cards

PREGAME CONVERSATION · Physical collection

Commander Bracket Assessment

Rules-Based Bracket: 3 minimumEstimated Power Bracket: High 3–Low 4

Based on the 100-card main deck; sideboard excluded. The Rules-Based Bracket is the lowest bracket this card list allows under Commander bracket rules. The Estimated Power Bracket is a personal estimate of how strongly the deck plays. It is not an official rating.

Evidence and limitations

Rules-Based Bracket · minimum

  • 2 Game Changers: excluded from ordinary Brackets 1 and 2.
  • Your extra-turn cards exclude ordinary Exhibition play; their presence alone does not prove a chain.

Exact Game Changers: 1× Seedborn Muse · 1× Thassa's Oracle.

Mass land denial registry: None identified in the checked registry. Modal or repeated-land targeting still requires a pregame discussion.

Your extra-turn cards: Expropriate. Opponent turns from Emrakul or gifts are not counted as your own chain.

Confirmed early two-card lethal or turn-chain flags are not inferred from keywords. This is a lower bound, not a complete combo solver or permission to delay a consistently early line until turn seven. Agreed Rule Zero / Exhibition exceptions are outside this ordinary-restriction check.

Estimated Power Bracket · High 3–Low 4

Estimated from the card list alone, not from tracked win rates or game results.

Untap effects and banked mana support large draw and X spells. Oracle is a possible depleted-library payoff, not a demonstrated two-card consultation combo in this list.

Assembly and timing: A five-mana commander and stored resources precede most finishes. Expropriate may yield consecutive turns depending on votes; a plan to chain them belongs above ordinary Bracket 3 expectations.

Recovery and constraints: Sweepers and counters buy time, but a low land count and expensive spells increase dependence on the mana engines. No earliest win or frequency was measured.

Curve: 3.41 average nonland mana value. Cheap mana/land-search text: Sol Ring · Three Visits · Talisman of Curiosity · Thought Vessel · Simic Signet · Arcane Signet · An Offer You Can't Refuse. This text-derived reading aid is not an official score.

Search-library evidence: Three Visits · Farseek. This includes restricted and land searches; efficient tutor overlap is reviewed separately above. There is no official tutor-count cap.

Fast mana indicators: Sol Ring. Conditional free interaction: None identified in the checked registry. Conditions and resource costs still apply.

Key cards: Seedborn Muse · Doubling Cube · Expropriate · Thassa's Oracle.

Official sources checked 2026-10-31; criteria update 2025-10-21, Game Changers update 2026-02-09. Method and official source links. Brackets 4 and 5 share structural freedom; competitive intent cannot be inferred from these counts.