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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Kruphix, God of Horizons
Image from Wizards.com

Kruphix, God of Horizons
- Journey into Nyx

Reviewed May 29, 2014

Constructed: 3.00
Casual: 3.80
Limited: 2.80
Multiplayer: 3.70

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Kruphix, God of Horizons

I'll be totally honest. I knew Iroas, Athreos, Keranos, and Pharika were going to be gods, but Kruphix blindsided me. I honestly thought Prophet of Kruphix and Courser of Kruphix were implying that Kruphix was a place, not a deity. I completely missed that Agent of Horizons was also a reference to Kruphix, though I think that one was only meant to be realized with hindsight anyway. As for the card itself, I'm a little underwhelmed.

As much as I like green and blue in combo, making good gold cards that are green and blue has always been one of Magic's stumbling blocks. The two colors do different things in different ways, and combining them sometimes makes for solid powerful cards, but they always end up feeling like they're really one color with the other color stapled on. What do "no maximum hand size" and "you can float mana for days but it becomes colorless" have to do with each other? Are you going to tap all your lands for five turns but never play a card, so you build up extra cards in hand while you stockpile mana? Sure, having lots of cards and mana is usually good, but that's only because you USE those things to win the game. Just sitting on it all isn't impressive. What deck are you playing this card in? If you've got a ton of draw spells, sure, you'd want another Spellbook effect. The ersatz Upwelling isn't bad either, especially on an Indestructible chassis. But Spellbook and Upwelling fit into two very different styles of deck. If you're building a Commander deck around Kruphix, you pretty much have to choose which of his abilities you're focusing on exploting and the other is just there as an extra. Was Kruphix the last one they designed, and they had already used all the best green and blue abilities on the other deities?
Poor Kruphix isn't even all that good as a creature. He's (she's?) a 4/7 for five. In Green. I mean, you don't play any of the Gods of Theros for their ability to attack and block, but shouldn't the green ones be a little more impressive than that?

Constructed- 2
Casual- 2
Limited- 1.5
Multiplayer- 2.5

David Fanany

Player since 1995

Kruphix, God of Horizons

Well, I guess I'll have to stop complaining for a while that we don't see unique and quirky card effects any more. For a while. This particular effect is not as superficially powerful as its famous ancestor, Upwelling. But only superficially. Think how many spells don't care about the color of the mana in your pool: everything ranging from Fireball to Emrakul just wants volume, not specific colors. And Kruphix is even less fragile than Upwelling, which is saying something in the context of enchantments. Oh, and late in the game he might attack and block. Seriously!

Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is Kruphix, God of Horizons which is a five mana Green and Blue Indestructible god that is a 4/7 with Devotion seven, removes your hand size limitation, and unused mana in your pool becomes colorless instead of emptying. This is not going to be seen much in the usual Constructed formats, but it will be key to Green/Blue decks in Commander and possibly some Casual or Multiplayer builds. The abilities to bank mana across turns and hold extra cards in hand mesh very well with elements of many Blue, Green, and Blue/Green cards including Simic's core mechanics. Building up your options and saving mana to use multiple cards in one turn, or an X effect, can overwhelm control decks and make for vicious alpha strikes in Commander or Multiplayer. Overall a card that not only supports a draw and build up theme in Commander, but makes it a far more flexible and dangerous threat.

In Limited any god is powerful, but having a viable Blue and Green pool can be difficult and may force this into the sideboard for Sealed in favor of a build using at least one of the other colors. The hand size effect is of minimal benefit in the format, though the mana storage can be useful for some acceleration in the late game if more than five mana is needed. That is generally too situational to be a major factor and as this is a god more suited to being designed around than most it is more of a rare draft in Booster that can be playable as an Indestructible with some minor effects.

Constructed: 3.0
Casual: 3.5
Limited: 3.0
Multiplayer: 3.0


Deck Garage

Kruphix, God of Horizons

Today rounds out our short week of cards that just scream to be built around. Kruphix is a card that doesn't work in just any blue/green deck, but in a deck designed to use his unique abilities he can be downright nuts.

First off, while turning Kruphix into a creature is nice, it's not the most important part of this card at all. He's clearly used for some ridiculous mana ramp. Tap out for a couple turns, build up crazy mana, then throw down some huge X spell for the win. 24/24 Mistcutter Hydra? Biomass Mutation all your weenies into monsters? Epic Experiment to play a whole bunch of instants and sorceries at once? There are a lot of big plays you can make this this.

Despite the raw power that Kruphix brings, his power is best displayed in a casual match. In a constructed game, while you are storing up mana for later, your opponent is doing something right now with theirs - maybe including exiling or otherwise removing Kruphix.

In limited, if you are playing blue/green, he's probably worth playing, but the likelihood of having the big spells to take advantage of his ability goes way down. Maybe you have enough other creatures to turn on his devotion? He's fun, but not always going to be what you want. Play with caution.

Multiplayer matches, much like casual, are likely to give you the opportunity to do something big, but the longer you store up mana, the bigger the bulls-eye you put on yourself.

Constructed: 2.5
Casual: 5
Limited: 3
Multiplayer: 3.5

Michael Sokolowski

Kruphix, God of Horizons is not for beginners. You really have to know how to use his ability well in order to play him correctly. You have to be able to see the possibilities, otherwise his potential will be wasted.

Having no maximum hand size is fun, but really only relevant in a deck with massive, massive card draw. You could play Kruphix in a deck with massive, massive card draw - it is partly blue, after all - but that's not the main appeal here. The main appeal is keeping your leftover unused mana.

The problem I've always had with that kind of ability is that, on paper, you as a player want to spend as much of your mana each turn. That way your turns are as efficient as possible. So for instance on turn 2 you ideally want to spend 2 mana. If you have 4 land out on turn 4, you want to spend it all on a 4 drop, not a 3 drop as much. Sometimes you can't really help it, but that's what you should be aiming for. Using your resources to the most of their ability each turn, and getting the most out of your mana.

Of course, Kruphix comes out turn 5 or so, costing 5 mana. So now you're in more of a mid-late game mindset. What crazy things could you potentially do with him then? Well, think of it like this. There are two main ways to use an ability that saves your mana from turn to turn. One is to simply play normally, cast your spells and summon your creatures. But because you might not use all of your mana every turn, Kruphix becomes a sort of a mana bank. If you have 6 lands, and tap 4 of them to cast something, Kruphix can hold on to that leftover 2 mana for you for next turn, meaning you'd have at least 8 mana to play with next turn barring another land drop. With this you could play out your hand caster, play bigger threats, or what have you.

A good thing to combine Kruphix with are variable cost spells. By that I mean things with X in their cost. Hurricane, Blue Sun's Zenith, things with Kicker or Strive, various Hydras. You'll get a much bigger kick out of them with Kruphix enhancing your mana pool.

What else could you do with him, though? Well, the other option is to basically go all-out. It's most risky, but the payoff is much higher. What I mean is this: Say you cast him turn 5. That's all your mana, fine. Turn 6 let's say you now have 6 mana. Tap all of it... and cast NOTHING. Turn 7, you now have 12 mana to play around with. 12 mana is a lot of mana. 12 mana could be a game-winning amount of mana. What could you do with the 10-13 mana that Kruphix could easily grant you? I'll leave it to your imagination, but perhaps now would be a good time to befriend some Eldrazi. Or if you really want to use that infinite hand thing, Enter the Infinite is for you. If you want for another turn, you could have around 20 mana. Imagine an Apocalypse Hydra for 20 mana. It'd be a 36/36.

But that's the flaw, in my mind, with cards like this. Yes it can get you to 20 mana, which is awesome and powerful and if you have the right cards to play should win you the game. But that requires 2-3 turns of casting NOTHING. And this may surprise you, but your opponent will NOT be casting nothing. He will be casting something. And unless your board can hold off whatever he's got, you're going to need to get back into the game instead of using Kruphix, God of Horizons to charge up your mana for one powerful awesome super-spell.

On the plus side, you're able to charge up your mana for one powerful awesome super-spell.

Constructed: 3.5
Casual: 4.5
Limited: 3.5
Multiplayer: 4

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