Simic Growth Chamber

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 Uncommon
Commander 2015 Common
Modern Masters 2015 Edition Uncommon
MTG: Commander Common
Dissension Common

Combos Browse all

Simic Growth Chamber

Land

Simic Growth Chamber enters the battlefield tapped.

When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.

: Add to your mana pool.

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Simic Growth Chamber Discussion

greyninja on Animar, Soul of Ass-Kickery!!

3 days ago

Hey I hope you're still working on this! You commented on my deck and it took me a bit to get back as well. I know I +1'd a long ass time ago lol

Since you are going all creatures: you need to find ones that fulfil roles of noncreature spells.

Wood Elves, Farhaven Elf, Sakura-Tribe Elder, Coiling Oracle, maybe Ondu Giant. You have Solemn Simulacrum and Birds of Paradise which are fantastic. There's really expensive ramp too, like Bloom Tender and Lotus Cobra

Phyrexian Ingester, Duplicant, Flametongue Kavu, Inferno Titan... Reclamation Sage, Ainok Survivalist, Manglehorn, Woodfall Primus... Mystic Snake, Draining Whelk...

I could not agree more with hintseeker's first point about drawing cards and utilizing colorless creatures. That's the meat n potatoes of the deck

I like Shaman of the Great Hunt; but not everybody does! It can chug along and turns all your creatures into pseudo-vampires. What's not to like? Thrasios, Triton Hero has a similar draw ability. Rashmi, Eternities Crafter is rad. Prime Speaker Zegana can be huge. Vizier of the Menagerie is a cool new card. Elvish Visionary and Wall of Blossoms just went back into my deck. I don't run Sages of the Anima since I'm running noncreature spells I want to draw, but it would be great in here once you've decided you've played enough lands. Filter them out for multiple creatures per draw. Oracle of Mul Daya is a thing too, and Magus of the Future

To put Cloud of Faeries, Peregrine Drake, Great Whale, and Palinchron into perspective; imagine the payoff of untapping all your lands after casting multiple creature spells and just keep going. Now bounce one of them with Shrieking Drake/Dream Stalker/Man-o'-War, cast again, keep going. With enough +1/+1 counters on animar: Temur Sabertooth can bounce them for infinite mana and infinite animar counters (Cloud of Faeries needs lands like Izzet Boilerworks/Gruul Turf/Simic Growth Chamber). Deadeye Navigator can also gain infinite mana via "Flicker" effect. Lastly, Tidespout Tyrant bouncing any two colorless and/or land-untapping creatures you control goes infinite. Whether it's eldrazi or morph doesn't matter. Ancestral Statue alone bounces itself into an infinite animar

Obviously I've given way too many suggestions. Choose what works for you and your budget. Also every playgroup/meta is different.

You have some bangers in here like Maelstrom Wanderer, Craterhoof Behemoth, Phyrexian Metamorph, etc. Anger and Ogre Battledriver are great for an aggro deck like this

Cards I would take out: Ancient Silverback, Enclave Elite, Frontier Guide, Hanweir Lancer, AEther Membrane, Primal Clay, Young Wolf, etc. Instead of running something like Grazing Gladehart; invest in a Purphoros, God of the Forge mwahahaha

Above all, have fun! Cheers!

Neotrup on Scapeshift, amulet of vigor, and ...

1 week ago

You can also choose to untap the Simic Growth Chamber, tap it for mana, then have it return itself to your hand, so you can later replay it for a similar effect.

Rhadamanthus on Scapeshift, amulet of vigor, and ...

1 week ago

You have time to tap the basics before bouncing anything, and you get to choose what gets bounced and when.

When multiple triggered abilities (something that starts with the word "when", "whenever", or "at") controlled by the same player are trying to go onto the stack at the same time, that player gets to choose what order to put them onto the stack. Whatever is put onto the top of the stack will end up resolving first.

In this example you're going to want to put the Simic Growth Chamber bounce triggers on the bottom of the stack and the Amulet of Vigor triggers on top of the stack. After the Amulet triggers resolve and untap the Chambers, you'll get a chance to respond again before the bounce triggers start resolving. You can tap lands for mana as part of your response. When the bounce triggers finally resolve you can choose any lands currently on the battlefield.

Thatcardartist7 on Scapeshift, amulet of vigor, and ...

1 week ago

I'm trying to build a deck that abuses Amulet of Vigor by playing cards like Scapeshift and bounce lands such as Simic Growth Chamber. My question for now is what happens if you play a scapeshift and grabbed say two forests and a growth chamber while I have an amulet on the field? Would I still have time to tap the basics before bouncing them? Would the bouncelands be forced to bounce themselves? So many questions!

MassiveZelly on Retreat to Oboro

1 week ago

Oboro costs one mana to bounce right? wouldn't that nullify the infinite combo? Playtesting it a few times though brought me to a possibly more consistent option, all the combo pieces are here, and oboro can stay, but you can do this same loop actually infinitely with two bounce lands. Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm for these colors. I also think Commune with the Gods should be replaced with Seek the Wilds as it grabs lands and creatures, I find that hitting an Oboro with Commune is an extreme non-bo, and that seek or Vessel of Nascency as mentioned above will do the job more efficiently. I think this is a very creative landfall deck that does a combo I never would've seen until now! I kind of want to make my own build of this and see how it works out! Take care, keep up the nifty things

enpc on *Sigh* D.C.

1 week ago

You have too many lands - 37 is enough. Cut Simic Growth Chamber, Golgari Rot Farm and Dimir Aqueduct for Cultivate, Kodama's Reach and Sakura-Tribe Elder.

You should also be running at a minimum Command Tower and Sol Ring (these have been printed into the ground thanks to all the commander product out there), however you also have cards like Drowned Catacomb, Hinterland Harbor and Woodland Cemetery which aren't expensive. Terramorphic Expanse, Evolving Wilds, Jund Panorama, Esper Panorama and Bant Panorama all act as budget fetches and work well with Splendid Reclamation. That will help your mana base.

OctaviusFalcon on Bird Tribal EDH

4 weeks ago
So, I was wondering why my deck consistently underperformed, and after reviewing my deck a bit I realized I somehow ended up only running 31 lands and a lot more high cost things than I should've been playing. I also realized I was running a bit of lockdown stuff, and I think wanted to tone that down a bit in favor of more tribal support. As this was the case, I decided to fix it up a bit.

CHANGES

Abundant Growth --> Mirari's Wake

Azorius Keyrune --> Glacial Fortress

Cryptic Gateway --> Birthing Pod

Azorius Chancery --> Hallowed Fountain

Selesnya Guildgate --> Sunpetal Grove

Simic Growth Chamber --> Yavimaya Coast

Simic Signet --> Breeding Pool

Fertile Ground --> Gavony Township

Glare of Subdual --> Supreme Verdict

Opposition --> Deluge

Deadeye Navigator --> High Sentinels of Arashin

Azorius Signet --> Hinterland Harbor

Dismiss into Dream --> Beast Within

Windreader Sphinx --> Mirror Entity

Coastal Breach --> Krosan Verge

Obelisk of Urd --> Sol Ring

Bronzebeak Moa --> Wargate

Marshal's Anthem --> Bower Passage

Skullclamp --> Murder of Crows

Wing Shards --> Temple Garden

Krosan Grip --> Adarkar Wastes

Favorable Winds --> Thieving Magpie

enpc on Combo Kraj

1 month ago

I saw your deck from the Commander Tier List. It's got some potential but there are a lot of cards still that I don't think serve much of a purpose.

straight off the bat, cards like Vigor and Solemn Simulacrum are generally considered slow and clunky in competitive decks. Most decks run lost of removal in the form of cards like Swords to Plowshares and not much in the way of combat. And for Solemn, he's a great card but just too slow here.

Cultivate and Kodama's Reach should be be Nature's Lore nad Three Visits. You don't care so much about getting two lands as you do getting Tropical Island / Breeding Pool untapped. plus faster is better.

Inexorable Tide doesn't make a lot of sense here. Realisitically you only care about either getting 1 +1/+1 counter on a creature or getting infinite. The fact that yo ucan buff your stuff slightly is insignificant i nthe grand scheme of things.

As far as counterspells go, cards like Swan Song and Flusterstorm are amazing. one mana counterspells that can stop stuff are a must. Force of Will and Pact of Negation are also worthwhile as they protect you combo turn.

Yisan, Wanderer Bard is a good fit here as he let's you dig for combo pieces and with your commander, you can use stuff like Scryb Ranger to dig for multiple cards a turn.

As a general rule, tapped lands are bad. Simic Growth Chamber is WAY too slow, it affects your turn 2 play which is generally where you really start getting traction. Same goes for Temple of the False God. Rember, it doesn't count as a land until you have 4 other lands in play plus it.Ancient Tomb is by far the better play. If you're looking for lands than tap for more than one, Gaea's Cradle is your best bet.

I would also include Kiora's Follower here, it's just good. Mana Vault too.

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