, : Gain .
|Want (4)||isharpu , epros1285 , 1Doogan1 , Xylode|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Commander Anthology (CM1)||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
|Commander / EDH||Legal|
Golgari Signet occurrence in decks from the last year
Commander / EDH:
All decks: 0.09%
BRG (Jund): 1.0%
BUG (Sultai): 1.02%
Golgari Signet Discussion
2 days ago
Sol Ring, Golgari Locket, and Golgari Signet don't strike me as your best ramp options. Far Wanderings and Kodama's Reach are both good, and if budget allows, Traverse the Outlands is great. The more lands you can pull out of your deck, the better Thrumming Stone will work. Plus, if you land that Helm of Awakening, you're going to want as little black and colorless mana as possible.
Overall though, looks fun as heck! Working on a similar one. :)
5 days ago
I think the biggest challenge you are facing is the mana base, as pretty much all of your lands enter the battlefield tapped. Even if the teck is build to have fun in casual games by playing big fancy spells, you will end up being always a turn behind the rest of the table. Sure, there is some ramp with Grow from the Ashes, Sylvan Scrying and Migration Path, but I am not sure it is enough to make up for all the ETBT lands.
Good lands are expensive though, so if you want to keep the budget in check I would suggest to try to get a couple of "painlands" (e.g. Yavimaya Coast, Karplusan Forest), which are versatile and not as expensive as for instance the shocklands, also I would consider playing more basic lands. If you have more basic lands in the deck, maybe also a couple of "checklands" (e.g. Sunpetal Grove) could become viable.
Taking out a couple of creatures to get some cheap rocks producing coloured mana (e.g. Simic Signet, Golgari Signet, Talisman of Curiosity, etc.) I believe could be helpful to cast your big powerful guys not too late in the game.
2 weeks ago
It looks to me, from a quick count, that you're running around 18 tutors, counting your creatures that tutor. That could clear the path for 9 draw spells and 9 ramp spells, balancing you out pretty good.
Sol Ring is a staple in most EDH decks, but honestly, it won't help you ramp into your commander very well. Other two-drop rocks or two-drop land ramp spells would be ideal. Moving into the two-drop land ramp spells will push you more into green, however, and I don't know how that will affect your deck. If you're looking to keep the same mana base, two-drop rocks would be the answer.
Two-Drop (or less) Rocks:
- Arcane Signet
- Fellwar Stone
- Gruul Signet
- Golgari Signet
- Selesnya Signet
- Orzhov Signet
- Talisman of Conviction
- Talisman of Impulse
- Talisman of Unity
- Talisman of Resilience
- Wayfarer's Bauble
- Sol Ring
I'm not sure how important the Commander is for this deck, or if it's just a placeholder for colors. If that's the case, you could probably look to more three and up CMC rocks, but ideally, keeping it around two is going to be more efficient for you deck.
Now, if Saskia is merely a placeholder for colors, you could look into some of the Partner options in these colors, one of which would allow you to run Tymna the Weaver, which adds a card draw spell to your command zone. If you have card draw available in the command zone, then you can more easily get away with running fewer draw spells in your deck, because you'll always have access to it. With this in mind, you have some options to look at. You don't run a high creature count, so getting creature damage early could be a challenge, and thus prevent you from refilling your hand. But, it's an option worth considering. I do see the combat benefits that Saskia does offer you for this deck, and understand if keeping her as the Commander is your preference.
I hope this presents some options for you to consider.
2 weeks ago
Looking back on what I said, I realized I might have a couple more suggestions mana-wise, but not due to lands. I tried to keep these more budgeted so hopefully, this works a little better.
- Arcane Signet
- Nature's Lore
- Birds of Paradise
- Dark Ritual
- Golgari Signet
- Emerald Medallion
- Jet Medallion
- These may be out of budget, but as my previous comment definitely consider them
- Coat of Arms
- Obelisk of Urd
- Herald's Horn
- Stoneforge Masterwork
- Metallic Mimic
- Door of Destinies
Other Good Cards
1 month ago
Ok here we are with some ramp
Time of Need is a tutor that will find you any of your legendary creatures.
Intangible Virtue will give your tokens a boost and vigilance.
Skullclamp is a little pricy, but can turn most saporlings into card draw.
1 month ago
The Emergent Ultimatum pile is Thassa's Oracle, Demonic Consultation, and Tainted Pact. It's a little convoluted, but if you don't get to keep your Oracle, you use the Pact to find Oracle (which you probably won't), and then you cast it. You then cast Consultation to exile your library and win. The Oracle and Consultation combo is a common high-power wincon. Alternatively, you can find Shared Summons, Tooth and Nail, and Nyxbloom Ancient. You probably won't get to keep your Tooth and Nail, so you cast Summons to find two creatures that will create infinite mana (usually Deadeye Navigator and Peregrine Drake). The Ancient helps make sure you have the mana available to cast both of the creatures. Then, you just win through Tasigur.
Enough about my deck though. There are a couple things that stuck out to me in what you said. Firstly, there are always cards that you want to get rid of. A better way to think about Tasigur's ability is that he gives you back the worst card in your graveyard (except for lands). You can use delve spells to get rid of the card that you don't want/don't need to win. This improves the quality of the cards that you get from Tasigur. Most of the time, you're going to be spending four mana to get a card, so you want that card to be worth the mana. Secondly, once you have infinite mana, you don't need a wincon other than Tasigur. In my experience, explaining your wincon in as few words as possible greatly helps you. "Active Tasigur until I have put every card from my deck into my graveyard and then into my hand. Cast X and win. Game?"
Lastly, I have a couple of generalized suggestions. First, Frantic Search is a great card, especially here. Tasigur can use a lot of mana. A great place to start is with signets (like Golgari Signet) and talismans (like Talisman of Curiosity).
Hope this helps!
1 month ago
Before I start helping with the main portion of the deck, I want to start with the base of the deck. I know that this is not the most exciting part of your deck, but a well-built base will help you to have a lot more fun with the deck.
To start, the average CMC of the deck is a little over 4. This is fairly high which means you need a decent amount of ramp to effectively play. A great place to start is with signets and talismans. I greatly prefer these over most three-mana mana rocks because they come down fast and help you just as much. Since you're in three colors, you have three of each.
- The signets: Simic Signet, Dimir Signet, and Golgari Signet (Arcane Signet is great too)
- The talismans: Talisman of Curiosity, Talisman of Dominance, and Talisman of Resilience
Now for ramp spells, I only see two, Kodama's Reach and Tempt with Discovery. Tempt is usually not a good card, unless you can really take advantage of it. In most playgroups, people won't take the offer because it puts you way ahead. This means that you spent four mana to get one land. Cards like Wood Elves and Migration Path will help you more reliably get lands onto the field.
Lastly, I want to talk about card draw and card advantage. More so than in other formats, card draw and advantage are super important to a well-running deck. While your commander gives you pretty good card draw, she will be a target, and you can't rely on always having her out. I recommend running several cantrips like Ponder, Preordain, and Frantic Search. They don't seem like much, but they are a massive help. In the early game, they can ensure that you have cards to play. In the mid to late game, they can help you dig for the cards you need. I also recommend a couple of sources of card draw that stay on the field and continue to help you (like Rhystic Study) or scale with the game. Things like Necropotence and Pull from Tomorrow.
I hope this helps. I'd love to help you on the main part of your deck too, but let's start with the basics. If you have any questions, just ask!!
1 month ago
You've got some cool stuff going on in this deck. I feel like it's too slow.
No mana rocks or T1 mana accelerators. Things like Sol Ring, Birds of Paradise, Arcane Signet, Golgari Signet, etc... are all mostly budget options so you have more things to do on your opening turns.
Combos go really well in this deck. With Yarok out, Palinchron + 6 lands makes infinite mana, as well as a number of others. I have a list on my profile showcasing infinite mana combos in my deck. Use this for things like Hangarback Walker, Altar of the Brood, Cauldron Familiar, Thassa's Oracle, etc... to combo kill your opponents.
Some decent interaction is casting Woodland Bellower, searching for Fierce Empath, and tutoring Craterhoof Behemoth / other fattie, as well as Wood Elves off the second Bellower trigger to nab 2 basics to ensure you can cast Craterhoof the following turn.