|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CMT)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Commander 2015 (C15)||Common|
|Commander 2013 (C13)||Common|
|Dragon's Maze (DGM)||Common|
Combos Browse all
Land — Gate
Simic Guildgate enters the battlefield tapped.
: Add or to your mana pool
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Simic Guildgate Discussion
1 month ago
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:
2 months ago
I really really like this deck +1 from me!
Your land count seems low, but hopefully Rashmi will keep refilling your hand. I'd suggest Burgeoning if you can find a slot. Casting spells on your opponent's turn and top decking a land might also mean playing the land on opponent's turns as well
I did go with some combos in my rashmi deck (LINK). I use Progenitor Mimic on either Eternal Witness, Archaeomancer or Mnemonic Wall alongside cards like Time Warp for infinite turns. I can also use Deadeye Navigator on any one of those three creatures to get the same effect, or Ghostly Flicker on two of them with an extra turn card in the grave to go infinite. They're all mana-intensive but very fun
Keep up the good work! Hopefully you'll check out my rashmi deck and tell me what you think!
2 months ago
Out: Forbidden Orchard, Rugged Highlands, Simic Guildgate, Swiftwater Cliffs, Thornwood Falls, Counterflux, Pulse of Murasa, Gilded Lotus, Sylvan Caryatid, Combustible Gearhulk, Inferno Titan, Hour of Eternity
In: Alchemist's Refuge, Exotic Orchard, Temple of Abandon, Temple of Epiphany, Temple of Mystery, Explosive Vegetation, Dig Through Time, Fierce Empath, Parallel Lives, Voidslime, Tooth and Nail, Blue Sun's Zenith
2 months ago
3 months ago
Breeding Pool, Steam Vents, Stomping grounds, Cinder Glade, Game Trail, Evolving Wilds, Terramorphic Expanse, Frontier Bivouac, Temple of Abandon, Temple of Epiphany, Temple of Mystery, Gruul Turf, Izzet Boilerworks, Simic Growth Chamber, Hinterland Harbor, Rootbound Crag, Kazandu Refuge, Rugged Highlands, Swiftwater Cliffs, Thornwood Falls, Shivan Reef, Yavimaya Coast, Gruul Guildgate, Highland Lake, Izzet Guildgate, Shivan Oasis, Simic Guildgate, Timber Gorge, Woodland Stream, Highland Weald, Arcane Lighthouse, Homeward Path, Kessig Wolf Run, Rogue's Passage, Skarrg, the Rage Pits, Command Tower, Forbidden Orchard, Path of Ancestry, Lumbering Falls, Wandering Fumarole, Savage Ventmaw, Shaman of Forgotten Ways, Somberwald Sage, Xenagos, the Reveler
8 months ago
If you add cards like these you could take out like 3-4 lands that come in tapped. Vivid Creek, Crumbling Vestige, Simic Growth Chamber and Simic Guildgate from what I see should go and you wont need more than 33 land if you have the proper mana ramp. You should get cheaper counterspells for your blue apells as well. Cryptic Command does everything but for double what every other spell is. Run things like Chain of Vapor, Delay, Spell Pierce, Mental Misstep
8 months ago
So from what I can see your ramp cards are as follows:
Llanowar Elves x 4
Personally I think just 8 cards that can ramp you up quickly is too few in a deck relying on getting big creatures out. Cards like Cultivate or Utopia Sprawl or Arbor Elf are faster ways to ramp. I think Vine Trellis or Sylvan Caryatid are better than Wall of Roots for ramp.
Otherwise, you have alot of cards that require double or Which can be dangerous with a deck that doesnt have dual color lands like Simic Guildgate. For instance it will be hard to play Leatherback Baloth on turn 3 or 4 if you only have islands in play considering it needs 3. Nykthos, Shrine to Nyx is a great card but if your deck isnt mono-blue or mono-green I dont think itll ever hit as big as it could with one color.
TBH I think you should consider dropping if you wanna play a big stompy ramp deck but if this is what you like I wont stop ya :)
Other cards to consider in any ramp deck with green:
8 months ago
Coming back after having looked at the deck a bit more.
I think you can cut on the hate cards. You have a lot of counterspells, I'd cut the ones that aren't as good in EDH as in other formats. For example Clash of Wills, in EDH players usually tend to have more mana, so most of the time they'll be able to play that "x" cost without trouble.
Your manabase could use some help. I'd play some duals and utility lands. For example Thornwood Falls, Botanical Sanctum, Simic Guildgate, they'll help you to easier reach your requirements for double of the same manacost. Utilitylands like Rogue's Passage help your creatures get through or in the case of Arcane Lighthouse allow you to get around some protection on your opponent's creatures.
You should run some more manaramp, for example Cultivate and Kodama's Reach place lands into play and in your hand, advancing you easily. This is the biggest problem I have with Attune with Aether in EDH as it puts the lamd in your hand and so doesn't ramp you. Most lists aslo play Sol Ring in EDH because it makes for a nice jump in available mana.
Containment Membrane isn't good in EDH as there are enough ways to untap or blink permanents and enchantment hate is out there too.