|Commander / EDH||Legal|
Printings View all
|Dragon's Maze (DGM)||Common|
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T: Add G or U to your mana pool.
GU, Sacrifice Simic Cluestone: Draw a card.
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Simic Cluestone Discussion
2 days ago
Ok I realize now you have 36 lands. I'm not used to your layout. I use the standard one. I suggest you replacing those 5 I suggested removing with the 8 (two are not formating correctly) I suggested adding and also removing 3-4 islands to average your lands around 35-36 (I still think you could go as low as 33 in a dual color deck).
I also suggested 5 enchantment/artifact mana ramp and replace 4 of them (I think the Simic Cluestone is good.
1 month ago
I like the basic structure of the deck. The main thing I'm noticing as a negative is that there are a lot of cards that don't contribute much later in the game, and there isn't a lot of card draw.
One of the downsides of a lot of the Exalted creatures is that many of them (like Akrasan Squire) don't add anything except another Exalted trigger. I would consider removing some of them, focusing on the ones with evasion or enough bulk to survive.
Congregation at Dawn doesn't seem like a great option with the lack of card draw.
Off hand, something like Drogskol Reaver might be a good option with your lifelink cards. Azorius Cluestone, Selesnya Cluestone, and Simic Cluestone might be better options than their Signet counterparts, as another source of card draw. Cards like Bident of Thassa and Edric, Spymaster of Trest would grant additional draws with double-strike.
Hope these suggestions help! +1 to your deck from me.
1 month 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.
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.
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.
1 month ago
Firstly, I love the approach of the deck. Dovescape makes for the ultimate lock-down, so let's focus on that as your win-con and revolve the deck around it.
Don't be afraid to include non-creature spells because of this, remember, that your non-creature spells are just going to turn into doves late-game anyways; use this to your advantage.
I agree with most of musicalsocks's suggestions, however:
DO NOT RUN Kindred Discovery, IT WILL KILL YOU!
- Beastmaster Ascension and True Conviction will give you a huge advantage over your opponents in Dove Vs. Dove combat, if not, they will provide more doves for the Dove God.
1 month ago
So this is both a decent start and has a long way to go. While I don't have many specific card cuts to recommend to you, I can point you in a general direction for you to go, as well as a bunch of cards that might help you...
Lands and Mana Sources Show
Some issues I see with the deck Show
- Not enough Evasion. While your creatures might be large, very few of them have trample, flying, unblockable, landwalk, etc. This means that against any deck that makes tokens (Which is a LOT of them), you will have a VERY hard time actually killing them.
- Not enough removal. I know that UG tends to be very light in removal, but it is still VERY important. While you have a couple removal spells, mass removal is still very useful.
- Not enough protection. Similar to your removal spells, you have very few ways to protect your own creatures. Being able to protect your own beefy creatures is important in commander when there are so many opponents and having a large number of cards in your hand paints a large target upon your back.
Evasion Recommendations Show
Removal Recommendations Show
Protection Recommendations Show
Potential Cuts Show
In general, these cards are either too clunky, too expensive (cost wise), have strictly better versions, or don't push your game plan forward.
Hopefully some amount of this will help! You're allready at the deck being only $90 so you're pretty close! Good luck!
2 months ago
Zoetic Cavern seems decent as a morph to trigger Ezuri and then flip to serve as a land. Willbender is one of the best morphs for its ability to protect your stuff from targeted removal. Kheru Spellsnatcher is very mana intensive, but offers a very powerful flip ability. Ainok Survivalist is a decent piece of artifact/enchantment removal. Broodhatch Nantuko is a decent way to produce a bunch of tokens off of people attacking you. I really like Temur Sabertooth as a repeatable bounce outlet. I would also suggest Kodama's Reach and Viridian Joiner as some great pieces of ramp. Fathom Mage is an incredibly powerful card draw engine in any Ezuri deck.
I'm not really sure what Thran Turbine is doing in here. Simic Cluestone seems ok, but I like Simic Keyrune much better for its ability to turn into a difficult to kill creature that can accumulate counters. In this same vein, Lumbering Falls is a great land for this deck.
Check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. It may not have a morph package, but there are lots of great options for your deck.
4 months ago
One more thing, if it's not too much trouble. I've been learning about the suggestions formatting so I'm going to list them again just for that reason. Hope they all helped!
4 months ago
Good show, old chap! My apologies for not commenting post haste on your decklist. I blame the Fleeting Distraction of lunch hour.
Ahem, I believe I cannot leave just a silly reply so what I will do is suggest to you the clue stones instead of the talismans you have listed. Reason being you get the mana you need but later on when it's just a junk draw, you can use it to draw another card. They are listed below.
In addition, I enjoy the background being a different look. While it is not my cup of tea, I think it's cool that you ventured out and did something different. It is hard to read though and I imagine things like larger font or different colors might help it stick out on the black background.
With as much work as you have put into the background, why no deck description and cards considered sections? Might help with redundancy.