Golgari Signet

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Common
Commander Anthology 2018 (CM2) Common
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Duel Decks: Izzet vs. Golgari (DDJ) Common
MTG: Commander (CMD) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Golgari Signet

Artifact

, : Gain .

Set Price Alerts

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Golgari Signet Discussion

Gremyo on Meren Commander EDH deck *NEED HELP*

2 weeks ago

A pretty common suite of ramp is just Cultivate , Kodama's Reach , Sylvan Scrying (more of a color fix, but it can grab you your karoo land or a temple of the false god), Harrow (note that the lands enter in untapped, so you actually go even on mana with this spell), Golgari Locket , Golgari Signet , Sakura-Tribe Elder , maybe a Drover of the Mighty (its a budget birds of paradise!)

And probably number one for golgari, Far Wanderings (3 lands for 3 mana)

Just adding in your locket, signet, a kodama's reach, a harrow, and a far wanderings will really improve your ramp.

ROUGE_BLOCK on Izoni, Thousand-Eyed

1 month ago

Tutors you desperately need tutors and you have to the best two with black, Demonic Tutor which us very affordable now with the UMA reprint and Vampiric Tutor , also Diabolic Intent is perfect for this deck. Not to mention Worldly Tutor or Natural Order to find the specific creatures you need I would also suggest removing creatures like Lotleth Giant or Hatchery Spider, they're mana cost is way too high and their etbs are mediocre. Also you're running Jarad and he combos excellently with Lord of Extinction to continually throw at all your opponents, and can be reanimated over and over.

Now reanimation comes easy, so I would suggest subbing Meren of Clan Nel Toth , and ramp this damn deck needs ramp. Llanowar Elves , Fyndhorn Elves , Birds of Paradise , also take the Elves of Deep Shadow and Golgari Signet from your Golgari guild kit and throw them in there. Abrupt Decay is also a must as it has versatility like Assassin's Trophy but is uncounterable. Not to mention the Bane of Progress is a fantastic enchantment/artifact board wipe.

Speaking of board wipes, you need some in EDH so I would recommend either Toxic Deluge a sweeper which is more affordable or Damnation . Toxic Deluge is faster than Damnation however and gets around indestructible, run both for most optimal removal.

Cut down your creatures from 39 to 35 and I would suggest some infinite win-cons. Mikaeus, the Unhallowed and Triskelion fit very well in a reanimation shell (basically Mike gives Trike undying to which he can infinitely throw damage at your opponents and sac himself to reset undying and do it all over again) or even the good old Necrotic Ooze combo, which is Necrotic Ooze+ Phyrexian Devourer + Triskelion which you can set up with buried alive. Get Necrotic ooze, gets both the activated abilities of Trike and Devourer hit your opponent with 1/1 counters based on the cmc of the cards your exiling from the top of your deck. Also get Protean Hulk, the creature is busted and can fetch wincons 6 cmc or less.

Card draw is also vital, I would suggest Sylvan Library or Fecundity as one is the best card for drawing in green the other is great for graveyard strategies but it does fuel your opponent as well, so play it wisely.

Any ideas look at my meren deck, it's runs many of the same ideas with more detailed descriptions on win cons etc. http://tappedout.net/mtg-decks/merenating-dat-sauce/

pskinn01 on Prossh, Skyraider of Kher

1 month ago

Without knowing what you want to do (besides basic prossh stuff), I am going to address the main issues I see with increasing competitiveness of any decj, which usually means trying to make the deck work faster.

Too many lands (drop 3 at least). Not enough ramp. Too many lands that come in played tapped. No Sol Ring. Average converted mana cost is high.

So let's address:
Get a sol ring. Remove evolving wilds rupture spire, teramorpgic expanse among other come into play tapped lands that will slow you down. Then consider:

Wood Elves - gets forest type so gets overgrown tomb etc.
Farseek, Nature's Lore - gets any of your shock lands or other lands with basic land types the card is looking for.
Llanowar Elves, Elvish Mystic, Fyndhorn Elves - turn 1 ramp ramp,
Birds of Paradise - best mana ramp/fix creature.
Growing Rites of Itlimoc  Flip - ramps hard, easy to flip in this deck.
Rampant Growth - turn 2 ramp for a basic.
Cultivate - gets 2 basics. The 3 signets such as Golgari Signet are better than dark steel unless artifact wipes are common in your group.
Commander's Sphere - ramp early, draw later.
Dragonskull Summit and other lands that fix mana, but have chance to come into play untapped.

The above cards are all 3 costs or lower. Adding them should lower costs while adding mana early (as long as you don't cut something that costs less).

I have only addressed one dimension of your deck (mana and acceleration). Which is the easiest way to make decks work better. I didn't look at your deck for things like recursion (important in edh - things like Eternal Witness), redundancy (having multiple ways to do same thing (having Phyrexian Altar to back up food chain combo), card draw, and multiple win conditions. Which are all more important as you increase in competitive groups.

multimedia on Slimefoot, the Stowaway

1 month ago

Hey, consider adding sac outlets? Creatures or other cards that have an ability to sacrifice a Sap:

The nice thing about these cards are they are all repeatable sac and most have no mana cost activations to sac a Sap. Ashnods is not a budget card, but I'm suggesting it because it's very good with Slimefoot since you make colorless mana when you sac a creature. Skullclamp is amazing draw with 1/1 Sap tokens or sac outlets.

Budget lands to consider:

Other Sap themed cards to consider adding:

Cards that give you a repeatable source of Saps for no or little mana cost are very good: Satchel/Tendershoot/Mycoloth/Necrogenesis

Other cards that have good interaction with Saps to consider:

Other good support cards:

Intent is not a budget card, but I'm suggesting it because it has a very powerful effect when you sac a Sap.

I offer more help. If you like some of these suggestions I can help you to make cuts.

Good luck with your deck.


JohnnyCRO on Kresh stompy

1 month ago

This looks far better; we have a defined theme now and I see some more staples in (dorks). However I'd like to address few likely weak spots.

First thing that got my attention was the relatively high average cmc. This is a casual deck and higher-than-usual avg cmc is to be expected of course. But in my suggestions I'll keep in mind fostering a healthy curve and prioritize low-cmc cards.

  • Dragon Broodmother- this is a neat, but a very slow engine. If the deck works perfectly as intended, there are still cooler options. Plus 6cmc for such slow effect is a lot.

  • Ghoulcaller Gisa - again, neat but slow. At 5cmc there might be better options available to you. First similar thing that comes to mind is Open the Graves which would give you tokens more reliably (being a triggered rather than an activated ability stapled to an enchantment rather than a creature) and that doesn't have summoning sickness.

  • Huntmaster of the Fells  Flip - I'd ask how many Linas do you need per deck but I'm afraid of the answer. Nevertheless, Selvala is covering that field nicely IMHO and this one doesn't cut it in here.

  • Sheoldred, Whispering One - probably the best expensive creature you have. My concern is that in order to get to 7 mana and stay alive long enough for Sheoldred to matter, you must have game in a state where, frankly, SHeoldred isn't much of a factor.

  • Stalking Vengeance seems awfully expensive TBH. That ceiling is something, but IMO it's too greedy.

  • Asceticism - you want your creatures to die, right? YOu just need to keep several important ones alive. At 5 mana you could do better with Autumn's Veil or something along those lines.

  • Vicious Shadows - 7 mana to do something in case you have a removal and an opponent has significant number of cards in hand? You can comfortably throw in a blue moon somewhere in that chain of events...

  • Essence Harvest - goes well with the theme, but ultimately doesn't do much

  • Fungal Sprouting - cute, but the fact that it's useless when you're down makes it a no no in my eyes.

Now some suggestions;

HarveyPekar on Vraskas Galore

1 month ago

If you're looking for stronger ramp, you can upgrade the Golgari artifacts and some of the random non-elf creatures into Elves of Deep Shadow, more Llanowar Elves, Elvish Mystic or Golgari Signet.

If you go further down the elf-ramp path, you can start playing more synergistic cards like Masked Admirers, which you can sacrifice to Vraska the Unseen's ability and get back later. Deathtouch creatures in general work well with the other Vraskas, blocking very well and needing to be blocked when you get close to ultimate territory.

If you're trying to ultimate as quickly as possible, Doubling Season is expensive (but also probably the cheapest it's been in years right now) but irreplaceable. With that on the battlefield, if you resolve any planeswalker it comes in with twice the counters, often letting you ultimate immediately. The proliferate route, while keeping your Vraska's protected, is next-best. Clasp is a great card, and Plaguemaw Beast could be a synergistic consideration.

The best way to protect a planeswalker once it's on the battlefield is by removing your opponent's threats, and this deck could use some pieces of removal broader than Naturalize. Putrefy or Status / Statue is a terrific budget alternative to something like Assassin's Trophy or Maelstrom Pulse, while Cast Down is a cheap way to take down most creatures. Ravenous Chupacabra kills a creature while leaving a body on the board to attack, block, or get sacrificed to be brought back with Golgari Findbroker and such. Find / Finality does double duty of recurring your creatures when your planeswalkers aren't being threatened, and wiping the board when you're behind.

As for keeping your planeswalkers in steady supply if you're pinched due to literal supply, Nature's Spiral is a good addition. Yawgmoth's Vile Offering is another very powerful alternative, but you would likely need to run many more legendary creatures in order to consistently cast it. Some options: Ishkanah, Grafwidow, Kalitas, Traitor of Ghet, Izoni, Thousand-Eyed, Isareth the Awakener, Marwyn, the Nurturer (who is also terrific ramp if you go the Elf route), Liliana, Heretical Healer  Flip, Rishkar, Peema Renegade (who also is great with your proliferate effects), or my personal favorite Gonti, Lord of Luxury.

ZendikariWol on Death Can’t Stop Me

2 months ago

Falkenrath Noble is usually worse than Zulaport Cutthroat.

Golgari Grave-Troll isn't a huge payoff, yeah decent self-mill but Glowspore Shaman would likely serve you better.

Golgari Thug is probably even worse than the troll.

Hermit Druid is probably not as good as Viridian Emissary here.

It That Betrays' mana cost is absurd.

Izoni, Thousand-Eyed is often a worse Grave Titan.

Llanowar Elves is probably worse than Diligent Farmhand here. Even a worse Golgari Signet.

Lord of Extinction, without evasion, isn't anything fantastic.

Mycoloth usually doesn't live to your upkeep.

Ramunap Excavator seems fairly pointless. If you do have lands in the graveyard, you probably don't care to play them. How much mana do you need? Same for World Shaper.

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Golgari Signet occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

Golgari: 0.66%

Sultai: 0.46%

Jund: 0.33%

Abzan: 0.41%

Witch: 0.32%

Dune: 0.18%

Glint-Eye: 0.28%

Rainbow/All: 0.1%