|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
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: Add or to your mana pool.
: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Simic Keyrune Discussion
1 week ago
Some changes I'd do and try out how they fare:
- Sol Ring (Illegal in our playgroup) run a dork instead
- Simic Keyrune - Play mana Dorks instead
- Vision Skeins - Play better draw spells for only you
- Flash Counter - Play better version of this
- Siren Stormtamer - Play better version of this
- Chasm Skulker - we don't synergize with this
- Tempt with Discovery - there's better ramp that's just for us
- Solemn Simulacrum - we are in green
- Creeping Mold - too expensive
- Pathrazer of Ulamog - Doesn't have a cast trigger, but we cast eldrazi
- Baloth Woodcrasher - We are not in limited or in landfall
- Scaled Behemoth - We are not in limited
- Gauntlet of Power - We are in 2 Colors
- Lightning Greaves - our commander is frequently not a creature
- Swiftfoot Boots - our commander is frequently not a creature
- Imprisoned in the Moon - the green one is better
- Song of the Dryads - Better than imprison in the moon. Binds everything until removed
- Doubling Cube - Should be very awesome with kruphix
- Nature's Claim - cheap instant speed removal
- Paradox Engine - we run counters and can keep our nonland mana so this should yield a lot of mana
- Vedalken Orrery - I think we like a lot of flash in this deck
- Teferi, Mage of Zhalfir - Flash for us and slowmo for the others? Yes please!
- Dispel - cheaper than flash counter. Maybe play Swan Song instead of it.
- Everflowing Chalice - bestest manarock to dump mana in
- Brainstorm - best draw spell ever
- Staff of Nin - draw a card a turn and kill some mana dorks
- Fyndhorn Elves - mana dork
- Heroic Intervention - Protect's kurphix and therefore our accumulated mana
- Simic Charm - same as interverntion
- Turn Aside - see above. might be one too many but hey. if it's too much protection run more dorks.
- Freyalise, Llanowar's Fury - she spits dorks. could be very awesome
- Jace, the Mind Sculptor - Brainstorm every turn and an alternate wincon in a lockdown situation. Best walker ever.
1 week 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.
1 month ago
Thanks for the advice! I really like Vizier of the Menagerie, and Lumbering Falls. I had Sakura-Tribe Elder, Kodama's Reach, and Rampant Growth in the deck originally (I think they all came with the PreCon). I mainly took them out because I have 9 creatures that either act as mana sources (like Crystalline Crawler and Rishkar, Peema Renegade) or fetch lands (one-offs like Solemn Simulacrum or repeatable like Fertilid). That being said most of my ramping ability uses Ezuri's counters to produce said mana, so I could see how that would be a problem if he wasn't around.I also didn't realize I had so many lands, so I may cut a few for fetch spells like Kodama's Reach!
My comment about the landbase was if there were any better utility lands to help with my win conditions. Until I can afford the shock, and check lands, the tap lands will have to suffice.
From your deck I'm really curious how a few cards perform:
1) Can you use Duplicant on Ezuri, Claw of Progress to protect him while still abusing the counters? Allow him to be exiled, and when someone board wipes or removes Duplicant, Ezuri would then come back? Just kidding, Duplicant doesn't return the exiled card when he dies.
3) Is there something you usually tutor for with Fauna Shaman?
1 month ago
From my experience playing Ezuri, you want to have a lot of ramp. It's pretty rough playing your commander only to have him removed before he can do anything. In addition, running some strong ramp spells could also help fix your issues with the land base. Sakura-Tribe Elder and Yavimaya Elder are some strong ramp creatures that trigger Ezuri in addition to getting you lands, and Kodama's Reach and Cultivate are just very strong ramp spells. As far as lands go, Lumbering Falls is a great manland. Much like the Simic Keyrune that you're already running, it doubles as a difficult to remove threat that can accumulate counters with Ezuri. I think another good creature to include would be Vizier of the Menagerie. While it's main focus is card draw, letting you play creatures with any color of mana is very strong, and could help with your mana base issues.
If you're interested, check out my Ezuri list (We're Gonna Need a LOT of Dice) for inspiration.
2 months ago
No idea how well it would fun with your deck but Simic Keyrune, our super secret "mana crab"
9 months ago
speaking as a long time polymorph player, you will want some hex proof targets, such as Cloudform or even Simic Keyrune to polymorph. it sucks when you have to waste a polymorph because the other player is holding up red for a bolt when you cast it.
1 year ago
Something that I've heard about mana-artifacts is that WotC would print an a land the same level of abilities that they would on an artifact costing 2. Think the Signet cycle vs Darkwater Catacombs. By that logic, something like the Diamond cycle seems bad, no one wants their basic Plains to etb tapped. By this logic, I consider things that cost 3 to have to be strictly better than 2 counterparts, and much better than something they'd print on a land. Thus Darksteel Ingot is pretty good, as lands can't tap for any color with no strings. However, something like Simic Keyrune seems worse, because it looks remarkably similar to a manland
1 year ago
Breeding Pool, Flooded Grove, Temple of Mystery, Botanical Sanctum, Hinterland Harbor, and Yavimaya Coast are all relatively cheap (except for the Grove), and will do way more for the consistency of the deck than adding a singleton of Jace - unless, that is, you're going to go for a strong "basics matter" subtheme, which it doesn't look like you're doing.
As far as the deck proper goes, Krasis Incubation, Terrifying Presence, Pulse of Murasa, Reclaim, Natural Connection, Learn from the Past, Nissa's Judgment, Map the Wastes, Contingency Plan, Deep Reconnaissance, Incremental Growth, Vexing Scuttler, Sylvok Replica, Stingerfling Spider, Sigiled Starfish, Shambleshark, Lashweed Lurker, Embodiment of Spring, Dawntreader Elk, Conclave Naturalists, and Borderland Ranger can all be cut. I don't wnat to be frank, but I feel like I have to - those cards are bad. They're simply too low power. From a pure powerlevel perspective, you're going to find yourself outgunned. And although it's really tempting to look for cards like Torrential Gearhulk, Scroll Rack, and Sensei's Divining Top that are "staples" in EDH and are super popular and expensive, those are only really worth it if you've already got a high-power deck filled with high powerlevel cards because it adds consistency to your draws and lets you use your high powerlevel cards to their fullest. I also think that although Scroll Rack and Top are super synergistic with your commander, you should probably save them for last because they're so expensive and relatively low-impact compared to your actual win conditions. If you're on a budget, consider Crystal Ball - although it's a little bit more expensive manawise than either Scroll Rack or Top, it's still pretty damn good.
Your deck is not high powerlevel, sorry to say - although selecting one of your top 3 cards seems really good, it's absolutely godawful useless if the top three cards are Conclave Naturalists, Sigiled Starfish, and Krasis Incubation. Instead of looking to the big ticket cards for power, which will be inconsistent, you should be looking at cheaper synergistic cards - Things that will only cost you a buck or two like Dig Through Time, Vedalken Orrery, Mystical Tutor,Courser of Kruphix, etcetera.
Now with those cuts, that leaves you with 21 extra slots to put in cards that help you with your goal. We need to take a look at your mission statement for the deck and build an idea around which the deck will be built - you said that "The goal is to utilize Rashmi to get insane value from casting cards for free and stealing and copying my opponents cards. Currently has a counters subtheme with most of the creatures". So what can we do with that? Well, looking at clone and stealy effects, you're missing a few really good ones - Stunt Double, Clever Impersonator, Sakashima the Imposter, Cryptoplasm, Progenitor Mimic, and a personal favorite of mine, Phyrexian Metamorph. As far as stealy effects go, there's no shortage in blue. Thada Adel, Acquisitor, Bribery, Treachery, Corrupted Conscience, and Treachery (although this might be a bit out of your price range).
Spelljack is a little costly for a mere counterspell, but it's right in your niche of stealing spells. Cultural Exchange lets you trade away some garbage mana runts for their biggest beatsticks, and Perplexing Chimera is just a lot of fun.
Now all these cards combined will probably not even come close to equaling the cost of a single JTMS, but it'll be much better for your deck if you pick these guys up because your $100 of power isn't focused on one card that you rely on to really blow up your opponent. Instead, it's more evenly dispersed and distributed to make sure that more of your draws are live gas, and less of them are shit like Reclaim.
Also, if you still want better ramp, cut the Simic Keyrune for a Simic Signet, and use Cultivate and Kodama's Reach for your oneshot spells. Although they only drop one land each, they set you up for consistent land drops further down the line, and guarantee you access to both colors.
If you're still interested in a +1/+1 counters subtheme, I've got a lot of ideas, but since you said you're probably gonna phase that out, I'll leave those for another time.