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Viewing revision 312. There is a more recent version of this deck.
Strategy:
Use Kruphix's floating mana pool to cast a massive draw spell (e.g. Mind Spring). You build up your floating mana pool (e.g. Seedborn Muse). You use flash lords (e.g. Leyline of Anticipation) to avoid casting anything until you need it.
Non-Exhaustive Legend:
Kicker = Any spell that does better with more mana, including X-Cost spells, Entwine, Overload, etc.
Lord = Makes your other creatures and spells better
Atheist = Improves board presence without increasing devotion
Horde = Brings multiple creatures onto the board
Multi = Works better in multiplayer
Flying = Can block creatures with flying or search deck for those that can
Hand = Relates to hand in some fashion (e.g. hand size, discard, returns to hand)
Magic No = In a deck with 40% lands and no card advantage or ramp spells, most of the time the player will miss a land drop once by turn 6, so they can't cast a 6 CMC spell on turn 6. Most of the time they will have enough mana for a 6 CMC spell on turn 7, but not enough for a 7 CMC. Kruphix doesn't change anything for turn 6. Kruphix as a 5 CMC spell, allows you to save up all your turn 6 mana (likely five mana) and spend it on turn 7 (likely 6 mana), for a total of 11 mana. This makes any spell 8 CMC or greater playable at least one turn earlier and makes 7 CMC spells likely castable, instead of unlikely castable. For Kruphix, the magic number are 7+ CMC spells. So Magic Number means anything that costs 7+ mana.
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Sides: |
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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Score | Card Name | Type | Mana | Rarity | Salt |
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