Simic Basilisk


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dissension (DIS) Uncommon

Combos Browse all

Simic Basilisk

Creature — Basilisk Mutant

Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)

(1)(Green): Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."

Simic Basilisk Discussion

NoSoyYucateco on

1 year ago

Some of these nonbasic lands are slowing you down quite a bit. In two colors, you really don't need this much fixing--especially if one of those colors is green. I would replace Simic Guildgate, Holdout Settlement, Shimmering Grotto, Vivid Creek, and Vivid Grove with forests.

After that, I'd take out some of your weaker cards and replace them with ramp spells, because you don't have enough--especially with an average CMC over 3.

These ramp pieces will also help you ensure you hit your colors: Rampant Growth, Sakura-Tribe Elder, Search for Tomorrow, Farseek, Cultivate, and Kodama's Reach.

As for what to take out, I'd pick Simic Basilisk, Nimbus Swimmer, Aquastrand Spider, Simic Cluestone, Darksteel Ingot, and Forced Adaptation. These cards don't do enough for the mana you're spending on them, or they aren't as good as other cards you have.

The mana rocks in particular really don't need to be in here if you can get extra lands out. Lands won't get wiped out by a Cyclonic Rift, Planar Cleansing or Vandalblast the way these artifacts can.

If you add these ramp spells, you can also shave a couple of lands off to add some more draw, which you are also lacking. Arcanis the Omnipotent is a good choice if you want to play with Experiment Kraj's activated ability text. Aside from that, even the budget blue sorceries like Concentrate and Tidings do their job just fine.

All that said, I like the deck a lot! I played with Ezuri, Claw of Progress for a while. Simic counters is a powerful archetype.

landofMordor on The Braids of War!

2 years ago

Hey friend, I'm loving this after your changes. I'd try Scarland Thrinax and Bloodflow Connoisseur instead of the Husk, since those do give counters. The changes you've made are also good. I LOVE Phytotitan and will be finding a spot for it in my build ASAP. Likewise, your 'walkers are both good. And it also looks like you've got enough finishers, too.

Hope that helps! Weak spots as far as I can see are maybe Rakshasa death dealer, Fireshrieker. Try Ridgescale Tusker or Ivy Lane Denizen if you want more counter synergy. Or Nissa, Voice of Zendikar once she rotates out of Standard and drops in price. Other counter synergy is stuff with Graft, like Llanowar Reborn, Simic Basilisk, and others.

Also, sorry I'm slow to reply! I'm glad to be helping; it's just been a crazy week and I couldn't dedicate as much time as I wanted. If it were up to me, I'd spend all day looking up cards to feed Kresh(:

alulien on EDH 75$

3 years ago

I hit up Andy's, time for yours! His was a bit easier since I'm more familiar with the drain theme and such, so I'll throw some ideas out there and see what you like.

Strict upgrade: Tezzeret's Gambit to replace Steady Progress since you can pay 1 life to make Gambit the same as Progress but draws an additional. Or run both!

Double counters: Evolution Vat and Solidarity of Heroes

Ideas for protection because you only have counterspells to protect your board: Ring of Evos Isle, Elgaud Shieldmate, Oak Street Innkeeper, Swiftfoot Boots, Lightning Greaves, Sporeback Troll

Moving counters: Simic Fluxmage, Forgotten Ancient

Cards that seem like they should maybe go in: Alpha Authority cuz something gets huge and dodges most removal; Inspiring Call should be self-explanatory; Teferi's Response cuz it hits activated abilities AND draws AND destroys!; Ooze Flux as a way of "saving" counters when things die; Simic Basilisk for the hate; Simic Manipulator cuz lolz

Also, since you're running it seems like ramp spells such as Cultivate and Kodama's Reach are really powerful cuz if you hit either on turn 3 you're starting turn 4 with 5 lands and for sure have one in hand - NASTY! I'd look to incorporate some of those as well.

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