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
2 days ago
Nice. I too thought thopter-sword would be an interesting fit for the Rite. Fervor vs Temur Ascendancy? If going all-in, maybe try Mass Hysteria? Combo protection in the form of Apostle's Blessing and/or Simic Charm offers some tempo potential. Intruder Alarm is fragile, but also allows infinite combo...
3 days ago
Without a scepter start, life is tough without some good draw support to fog every turn.
Running just a few big creature finishers is also kinda sketchy without some counterspell or other protection going on as they will have had many turns to draw into their removal while you were fogging away. Oddly enough, all the above cards act as protection for critters as well.
I think its a playable idea, dont know if its going to break the meta though. But who knows.
2 weeks ago
well its a sweet deck no doubt so i HAD to upvote it :p I run a similar deck called "Shorecrashing Kiora" and i run 2x Cold-Eyed Selkie her presence is more on the subtle side but she is a downright hero for me... that islandwalk is what sells it plus she triggers Shorecrasher Mimic who honestly just wins games for those who dont take him out :p ... i normally slap a Favor of the Overbeing on her and just landing one attack is totally worth the card draw for me...but your deck can pump her with Simic Charm and Vines of Vastwood or put counters on her with Plaxcaster Frogling or late game with Zameck Guildmage in addition so i just figured she'd be even more potent with your layout...... in terms of what i would cut/trade for Cold-Eyed Selkie is a TOUGH call... but maybe -1 Inspiring Call and -1 Shambleshark ..... the puzzle box combo is just too pricy and wishful thinking for this deck but would be sweet with Lorescale Coatl
2 weeks ago
Thank you very much for your thorough input. Angel of Serenity is just a good controlly bomb to drop late game that screams remove me or lose at your opponent. If you have another finisher creature to replace her with please lend me a suggestion. I also am using Farseek to pull out my dual lands early and I prefer lands because creatures are easy to get rid of. Birds is definitely an option though.I also had Simic Charm really to protect my creatures from removal, again if you have a better option I will consider it. What are your thoughts on teching in a Supreme Verdict?
Thanks again and I will make some changes.
2 weeks ago
I don't recommend Simic Charm in this deck, nor Rancor. They simply aren't impactful enough. Cutting those gives room for that playset of Paths in your sideboard to come into the mainboard. Path is a mainboard card.
I'd also look into fitting maybe Geist of Saint Traft in the deck. It seems more impactful than Thrun, and Thrun is more of a sideboard choice in my opinion.
If you're not playing board wipes like Supreme Verdict, then I recommend playing Birds of Paradise instead of farseek. You're already playing modern... might as well upgrade to the better ramp. Farseek has its upsides, but birds is a 1-drop. That's way stronger than any of Farseek's upsides.
The Naturalize in your sideboard addresses and respects the presence of affinity in the format. Good on you to see that, but perhaps Natural State would serve you better, since it's a 1-drop and still answers affinity.
Angel of Serenity, as much as I enjoyed playing it in standard, just isn't fit for modern unless you're playing Gifts Ungiven builds, and even then, there are better options. Could become something lower to the ground and more graspable, or even some more lands. This deck probably wants more than 24 lands. 25-26 would be preferable. As well, consider some manlands like Celestial Colonnade, Stirring Wildwood, or Treetop Village (I don't recommend Mutavault or Faerie Conclave though). Might also add Gavony Township for late game inevitability. Birds of Paradise could even become threatening. If you're willing to afford some fetch lands like Windswept Heath, that could potentially fetch a Dryad Arbor, which is a nice little trick to pull when your opponent uses Liliana of the Veil's [-2] ability. Fetch for dryad arbor and sacrifice that instead of something more important.
Other sideboard choices might include:
- Celestial Purge (against Liliana of the Veil)
- Shadow of Doubt (against control matchups where fetchlands happening is pivotal)
- Leonin Arbiter (same as Shadow of Doubt
- Aven Mindcensor (same as Shadow of Doubt)
- Linvala, Keeper of Silence (turns off lots of things including your opponent's Spellskite against your Path to Exile and Azorius Charm)
- Flashfreeze (against burn)
- Kitchen Finks (life gain against burn)
- Dispel (against control)
- Spell Pierce (against control)
- Leyline of Sanctity (against Thoughtseize and Liliana of the Veil)
- Fiend Hunter (against Westvale Abbey Flip's flip which has gained some recent popularity as well as some other pesky creatures that need to be exiled)
- Spellskite (against attrition decks)
3 weeks ago
1 month ago
1 month ago
You should really focus on one playstyle. I suggest removing control and going combo/evolve. And do not run cards as 1,2-ofs. Every game you will see a random pack of cards, usually not working good with each other.Some cards consider to include:
Cloudfin Raptor: Great one-drop that has the potential to grow up to 4/5 flier in the right deck.
Simic Charm: This versatile card can replace various bounce cards you run, protect your creatures from removal or serve as a combat trick.
Experiment One: Another great one-drop.
Cytoplast Root-Kin: This card works bonkers with evolve creatures. First, he directly evolves them, then places another counter with his ability.
I suggest to remove following cards:
Experiment Kraj: There are few creatures in your deck that have activated abilities, and using Kraj with them is just inefficient. Without the deck built around him, Kraj is just a heavy-color overcosted fatty with usually irrelevant ability.
Favor of the Overbeing: Yeah, it is a cool aura that works best on gold creatures. But one copy will do nothing. Either remove it or increase the number.
Krosan Grip: Not all decks run enchantments and artifacts. Move to sideboard.
Sol Ring: The ring is better in artifact decks where color is usually irrelevant. But in your deck you will often need a certain colored mana.
Hope this helps! And remember, this is your deck and your and only your choice. Have fun with Magic!
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