Simic Growth Chamber

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Common
Modern Masters 2015 Edition (MM2) Uncommon
MTG: Commander (CMD) Common
Dissension (DIS) 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

GreenLover21 on Fable of Wolf and Owl

5 days ago

MRSCHROEPFER, I like the concept. Maybe try out Temur Sabertooth. She can pull double-duty as an indestructable blocker and hit your Fable of Wolf and Owl.

Also the mana base looks like its leaning majority blue, but you have a large green demand. Maybe look at running a full playset of Evolving Wilds and shift to Forest dominant to ensure hitting them in the early plays for Arbor Elf.

Other options for smoothing out your mana development try:

Breeding Pool, Thornwood Falls, Simic Guildgate, Lumbering Falls, Misty Rainforest, Flooded Grove, Hinterland Harbor, Simic Growth Chamber,

dzapf2008 on Why can’t I hold all these cards

2 weeks ago

I agree with everything ZendikariWol said above. Graceful Adept is the key card and needs to be a 4 of. I would change out Simic Growth Chamber for 2 more Reliquary Tower and some dual lands that don't tap when entering the battlefield. You need to change out most of your creatures. A bunch of 1 count creatures means that you will never know what creatures you might draw.

Paxreseda on Bring Down the Beats

3 weeks ago

Lands

Lose Blighted Cataract Evolving Wilds Skyline Cascade. Add Cloudpost and Glimmerpost. Consider adding Simic Growth Chamber to bounce Glimmerpost

Spells

Dump Spell Shrivel and Hedron Archive. They distract from what the deck wants to do. Replace Call the Scions with Awakening Zone and From Beyond to give you constant, passive token generation. Beastmaster Ascension to give all those tokens some teeth! Fecundity turns each sacrificed token into a draw. Growth Spasm will let you fetch lands and give you more tokens. I see a theme....

Eldrazi Utility Creatures

Keep Blisterpod and Tide Drifter. Dump the other drones. Add the hyper-efficient Nest Invader. Add Blight Herder, Ulamog's Despoiler, and Void Attendant. Consider Vile Redeemer depending on the boardwipe prevalence in your meta game.

Eldrazi Heavies

An army of tokens makes Hand of Emrakul a no-brainer. Definitely have two of Bane of Bala Ged in the main board.

Most of the recommendations are under $1.00 with 95% being less than $.50. That being said, all token decks need to run Cryptolith Rite. Tapping tokens for a mana of any color speeds the deck into overdrive!

Magic & dogfighting share a common principle: When heading to the merge, speed is life.

Epochalyptik on Bounce Lands Outside Commander's Color ...

3 weeks ago

No. Color identity includes a card's mana cost, rules text, and any characteristic-defining abilities. Simic Growth Chamber has a color identity of green-blue and isn't legal for inclusion in any monocolored decks.

Izu_Korasu on Infinite Landfall Deck

1 month ago

seems like your almost playing the Amulet-titan archetype but choosing to focus on the landfall loop, rather then the Primeval Titan combo

Amulet of Vigor has the potential to do work in this build, and helps Simic Growth Chamber produce more mana.

Crumbling Vestige might also be worth a look

Chimera115 on Rashmi, Eternities combo assistant

1 month ago

List of things that could be better.

1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.

2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy  Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.

3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.

4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.

5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy  Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.

6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.

a.) Isochron Scepter + Dramatic Reversal infinite mana and untaps let you do stuff like draw your deck with Sensei's Divining Top, Stroke of Genius, Pull from Tomorrow, and Enter the Infinite

b.) Seasons Past + Dramatic Reversal after drawing your deck to generate infinite mana by looping Seasons Past to recurr Dramatic Reversal followed by a draw spell.

c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.

Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.

Cast these rocks and generate 3 colorless 2 blue and 1 green mana.

Use Noxious Revival to get back Hurkyl's Recall having 3 colorless 2 blue in pool.

Cast Frantic Search getting Seasons Past and Hurkyl's Recall back and discard two nonland high cmc cards. going to 1 colorless 1 blue. Then use the untap to go to 1 colorless 2 blue 2 green in pool.

Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.

Replay Mana Crypt, Mana Vault, Grim Monolith, and Sol Ring going to 6 colorless 1 blue and 2 green in pool

Then cast Seasons Past back the land Hurkyl's Recall, Frantic Search + discarded cards, and Noxious Revival.

You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.

Winning the Game with inifinite mana

d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.

e.) Infinite Mana + Stroke of Genius- Use this plus Noxious Revival + Seasons Past to make all opponents have no cards left in their deck.

f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.

The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.

Hope this helps out.

Matthew_Minor91 on I know I'm going slow, but please don't Rashmi!

1 month ago

Cut Panharmonicon. It only synergizes with 6 or 7 cards in your deck. Your commander is also "When you cast" which means putting a card from anywhere onto the stack. Commander's ability triggers. Assuming no responses, commander's ability resolves, then the cast card enters the battlefield.

Simic Growth Chamber is the worst commander land, btw, with all the potential land destruction. Two land drops for the price of one? I'll take it. Especially early on. T2-4 Simic Growth Chamber hit by a strip mine or any similar effect and your game is over....

Gottsplitter on Intet, the Top Deck Queen

2 months ago

Hi RagingRevine,

and thank you for your feedback. You're absolutly right about my slow lands.

I instantly replaced:

I will give my lands a another close look, and decide if I can spare/afford some more of the good Fetchlands like Wooded Foothills and the like.

Just yesterday, when I played Commander FNM in the store I got kind of run over by Arahbo, Roar of the World who in a 6-player-game somehow thought than only I needed savage beating of 7+ damage starting from turn 3. With faster lands maybe I will in the future have a quicker response...

Thanks again for your feedback!!


Also I'm not quite happy with the really big creatures in my deck. The Preators especially Jin-Gitaxias, Core Augur are good but draw a lot of hate in multiplayer games an don't kill the oppoments. I need some real finishers. If anyone has some good suggestions besides Craterhoof Behemoth, which I already plan to aquire, please let me know.

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