|Commander / EDH||Legal|
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Choose one Target creature gets +3/+3 until end of turn; or, permanents you control gain hexproof until end of turn; or, return target creature to its owner's hand.
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Simic Charm Discussion
1 week ago
Hey there brekker, nice to meet you. First off, love the deck construction man, really nice job, especially with Simic, which also happens to be my favorite. I have tried and brewed probably just as much as you have, and I've made some rather good decks, but the twist that you've put on elves is rather impressive. I love the biovisionary win, I like the elvish go-wide shtick, and I love the mana you are managing to lug around while doing all this. However, I would like to point out a couple of issues that I have with the deck.
1.) Forbidden Orchard All I do when I see this card is immediately think, WHAT THE HELL, WHY WOULD YOU DO THAT?! However, after seeing the availability of untapping all of your creature with a single activation of this land is quite neat. However, I really don't think that this is all that necessary. If you plan on using infinite, or just huge amounts, of mana, have something to use it on. I cannot stress how good a well timed and well charged Pull from Tomorrow or Biomass Mutation has been in my own go-wide Simic decks. Seriously though, I've seen people die from their opponent's spirit tokens, just take the one damage outright with City of Brass or Mana Confluence.
2.) Coiling Oracle Good card? Yes. Simic colors? Check. Would I play them? No, not really. The Oracles are good, yes, but in ramp decks, you have this thing called an altered curve. Usually it being something like 1-drop, 3-drop, 5-drop, which is the case in your deck. I would rather have 4 Elvish Archdruid instead. He is good sometimes, but you do not really want inconsistency in a ramp deck. If you were to replace those last two slots, I'd replace them with...
3.) Simic Charm Oh my god. This card has saved my skin numerous times before, and has never stopped. Its a pump spell, a creature bounce spell, or makes all of your creatures hexproof. These effects can all very well save the game in your favor, just because of the level of tempo and fizzling you can do with it.
4.) Bounding Krasis An elf? No, but here's the thing, a 3/3 with flash for three is already an absurd combat trick, but the ability to either deny a blocker, deny an attack, have one of your other guys untap and absolutely swat an opponent's creature is almost invaluable. This is another one of those cards that is just about broken.
5.) Collected Company So as I was reading this, when I realized that there was no collected company, I was... confused, to say the least. This is a deck that can thrive on a "cheater card" like this.
6.) Tishana, Voice of Thunder I noticed that you had an Ixalan card in the sideboard, and then I realized that you didn't have Tishana. This would be the absolute one of the best finishers possible for this deck. Huge creature, lots of card draw... in an elf deck. If that isn't terrifying, I have no idea what is. Lastly, I forget the name, hold on... ok, got it.
7.) Ripjaw Raptor Literally EVERYTHING that Simic wants to do. Damage on a rather large creature, card draw as punishment if the creature is hurt, it's amazing, and I have no idea how many decks I want to put this in yet, but it's a lot.
Keep in mind, you absolutely should not do all of these at once, or even any. But These are some possible alternatives for what you CAN do for this deck.
2 weeks ago
He's right, Snapcaster Mage is great but not really enough to warrant an entire color, even if you have sideboard stuff. You need at least a couple of other things, and I'm going to go over some of your options.
The thing a lot of people fail to realize with Ancestral Vision is that, no, you are not "Sitting back", you would essentially be "controlling the game" like grixis but by slamming Goyfs and demanding immediate answers. Decks naturally have trouble closing the game out against you because of all the value plus removal you have. It doesn't really require you to use a different gameplan.
I see other people playing Nissa, Steward of Elements, but it doesn't impose pressure of any kind, so I'm not really a fan.
Jace, Vryn's Prodigy Flip is slow but great if you can make him work. May not be the best for you though since you want things that immediately impact the board when peeled off the top and played. (Which is why I can see an argument against Ancestral Vision).
Vendilion Clique and counters in general are really good here because they shore up a huge weakness found in BGx decks, which is being weak to topdecks. I personally really like Vendilion Clique but the downside is that it is extremely awkward with Liliana of the Veil. And counters are even worse with Lili.
Far / Away is something I'm currently testing. It's a removal spell that basically gets better the more lands you have.
That's all the additional blue cards I can think of. Surely there are more though.
3 weeks ago
Rapid Hybridization is stronger than Fight in my opinion.
Simic Charm gets you the tempo of bouncing relevant creatures or changing combat math.
Best of luck!
1 month ago
Ive heard ramos is best used as a storm commander, cast a ton of multicolor spells, then cast double the amount with double the mana
For storm, you're gonna need a LOT of instants, ramp, and "storm" spells
Storm/ multicolor spells
Also, charms are a great way to generate mana with ramos while having many modes for utility and building storm count
And many more..
Storm also needs a lot of tutors and recursion spells if you can afford them
But yea, from what I've heard and seen about ramos, you want to storm multicolor spells in order to cast more spells with the mana and using the insane ramp to win via stuff like Mind's Desire, Grapeshot, Brain Freeze and Tendrils of Agony after a huge storm count of multicolor spells
1 month ago
1 month ago
Here are my 2 cents on the topic of infect decks.
In the current meta with all the removal flying around the main challenge isn't keeping up with other deck in speed, but having the consistency despite the amount of removal that exists in the format.
Girxis death's shadow for example has the same number of creatures, but as many removal as infect has pump spells.
Thus i would advocate to increase the ways to put creatures on the field, and to only use pump spells that double up as protection from removal (with the exception of a few power houses).
Sadly manlands are not true creatures, especially in a deck that needs to pump its creatures to win, Inkmoth Nexus takes up 2 lands to activate, and you need something extra to pump it.
Thus your effective creature count is 8 -> 65% chance to have 1 or more in your seven opening cards. It could be argued that having one is insufficient, specially in a build that cannot reliably protect them.
Please add 1 more playset of creatures!
Mutagenic Growth; Become Immense; Rancor - are the tree strongest power ups for creatures, for recursion, lack of cost and raw power (also mutagenic growth fuels become immense very nicely)
Other than these i would focus on stuff like Vines of Vastwood; Blossoming Defense; Simic Charm - which does everything this deck wants; and some cards that may or may not warrant a place Ranger's Guile; Heroic Intervention; Woodcutter's Grit
I would also consider utilizing the graveyard, its unexpected, and can prove very powerful.
For one if you can fill the grave fast Become Immense soon become a game ending threat, if you add Tracker's Instincts it can both help you out if your creatures get murdered, and to fill your grave to get +6/+6 faster.
You may even consider Pieces of the Puzzle - if the 3 cmc cost is not prohibitively expensive - since it is a Collected Company for pump spells, that can also help to pay delve costs.
I would cut things that don't help you in attaining your goal.
You will mainly use counterspells to protect your creatures, so i would switch them for pump spells that have hexproof or indestructible beside the growth effect.
And in the current meta artifacts are a liability.
People will pack removal, and you lack ways to protect them, beside that Livewire Lash requires the mana investments of two solid turns to attain a functioning state - equipped on a creature.
1 month ago
Against RUG Control
won dice roll
Play Steam Vents, enters tapped, pass
Draw Birds of Paradise, Play Temple of Malady, Scry Rampant Growth, place on bottom of library, Cast Birds of Paradise, Cast Slitherhead, Attack with Deadbridge Goliath and Slitherhead (17 vs 12), pass
Play Rootbound Crag, pass
Cast Zhur-Taa Druid, pass
Draw: Forest, Play Forest, Cast Primeval Titan, Fetch Overgrown Tomb & Swamp, Activate Grim Backwoods, Draw Blessings of Nature, Scavenge Slitherhead onto Deadbridge Goliath, Attack with Deadbridge Goliath & Slitherhead, !INTERRUPT: Opponent Cast Simic Charm, Return Deadbridge Goliath to hand!, Blocks Slitherhead, pass
Cast Telepathy, pass
Draw Swamp, Play Swamp, Cast Blessings of Nature on Primeval Titan, Scavenge Slitherhead onto Primeval Titan, Attack with Primeval Titan, Fetch 2x Forest, Blocks with Vorel of the Hull Clade and Zhur-Taa Druid (17 vs 1), Cast Deadbridge Goliath, Activate Grim Backwoods, Draw Swamp, pass
Thoughts: Yeah, not performing as I hoped it would.
2 months ago
I don't know if you're new to pauper, but pauper only allows cards that were, at one point, printed at the common level and Simic Charm never was. Also, since the deck is already really budget, I think Rancor could possibly slot in without hurting your budget.