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Simic Keyrune Discussion
2 weeks ago
Hi Zeke, I saw you posted looking for help with your U/G mana-base and I figured I would post on your decklist for clarity. I found when I optimized my BANT manabase, that dropping lands that come into play tapped was essential to improving consistency. I don't know how cutthroat your playgroup is but having your Simic Growth Chamber get Strip Mined can be enough of a tempo loss to the cost you the game in a competitive environment.
I would cut the chamber, Simic Guildgate, and Thornwood Falls and replace them with fetch lands if your budget allows. Misty Rainforest is quite expensive currently but I believe they will reprint it this September when Battle of Zendikar releases. It will likely drop to about $15-20 and is ideal because it can grab your Breeding Pool in addition to basics. Likewise, Wood Elves can also grab your Breeding Pool. After that, single color fetch lands like Windswept Heath and Flooded Strand will help thin your deck and ensure that you are able to use your mana immediately. Flooded Grove is also great for fixing.
Since you are going with a creature theme, Solemn Simulacrum is worth mentioning too, although he doesn't synergize with Momir as well being an artifact. I would also consider adding some more potent mana rocks like Mana Vault, Chromatic Lantern, and possibly Gilded Lotus in place of the Simic Keyrune. Hope this helps dude and enjoy unleashing Simic monstrosities on your unsuspecting foes!
4 weeks ago
You currently have 47 cards in the deck. I personally prefer about 60 non-land cards; 62 if I run artifact ramp. so, my Mana base suggestion: this is just my opinion based on my experience. Please don't try to get these all at once.
Temple Garden, Breeding Pool, Hallowed Fountain, Seaside Citadel, Grasslands, Krosan Verge, Riftstone Portal, Hinterland Harbor, Sunpetal Grove, Glacial Fortress, Bad River, 8x Plains, 8x Island, 7x Forest, Llanowar Reborn, Sejiri Refuge/Tranquil Cove/Adarkar Wastes, Thornwood Falls/Yavimaya Coast, Blossoming Sands/Brushland, Opal Palace and Commander's Sphere. Eventually, you could get the expensive fetches, but I doubt you'll need them.
Other creatures I suggest: Magus of the Future, Magus of the Vineyard, Magus of the Unseen, Magus of the Jar, Magus of the Tabernacle, Magus of the Moat, Magus of the Disk (I'm joking, just the first three).
Ghostly Prison is a white Propaganda.
I hope this helps...
1 month ago
I realize you are prolly going to turn this into an EDH deck so here are my suggestions. An EDH needs 40 Lands and 60 Everything Else. Consider buying Kaalia of the Vast as your commander and invest in a Balefire Dragon. Another good commander is Scion of the Ur-Dragon. Also, you prolly are going to need some keyrunes and obelisks and a Gilded Lotus, i.e. Simic Keyrune and Obelisk of Jund. Because you are running so many colors a Traveler's Amulet couldn't hurt either. Nor could a Gem of Becoming. Whispersilk Cloak is always a good idea. Check out: Thran Dynamo, Ur-Golem's Eye, and Pilgrim's Eye. The Cluestone's are also a good mana option for you, i.e. Simic Cluestone.A card I highly recommend for you also is Knowledge Pool. It can help your opponets, but if you are running high cost dragons, it really can't hurt to exile them with this and play it for free. See Springleaf Drum, Rush of Blood, FlingJust a few ideas bud! I'm just a little bored lol
3 months ago
I would say that Simic Cluestone and Simic Keyrune are a little weak in here and you could fill the space with some more counterspell or bounce, like Hinder and Spell Crumple. I love this deck though. There are some really interesting interactions I will likely be stealing. +1
If you fancy it, give my Counters Quest (new set changes. Advice) a look and some of your thoughts.
3 months ago
The way I see it, there is basically a continuum of two ways to run Vorel of the Hull Clade in EDH. 1) A bunch of big stompys with +1/+1 counters and counter doubling and Trample support. 2) Try to combo for infinite mana and combo off. It looks like you are going more for scenario 1. That being said, I would suggest adding a few more creatures to maximize the amount of times you can use Vorel's ability. Aphetto Alchemist and Kiora's Follower both can untap Vorel and both work well with Illusionist's Bracers for possible infinite mana combos Which I suggest you add.
As far as creatures go, I will suggest to keep/add
I feel like you could safely cut: Quest for the Gemblades, Soul's Might, Battlegrowth, Burst of Strength, Dragonscale Boon, Stand Together, Incremental Growth..
I hope you have fun with Vorel! Good luck!
9 months ago
My first "real" deck was polymorph. I had problems with my opponent removing my tokens as a response to polymorph. I never got to try this out, but how about Simic Keyrune for a hexproof polymorph target? Or Silence ?
Raise the Alarm is one mana cheaper than Lingering Souls , and amount/type of token doesnt matter since you are gonna poly them away anyways. Also its Instant speed. Faerie Conclave and Creeping Tar Pit slows you down big time, try Mishra's Factory , Blinkmoth Nexus or Mutavault . Comes in untapped and cost only 1 to animate.
Proteus Staff is pretty neat, lets you polymorph every turn. You should have 2 fatties, in case your only emrakul gets oblivion ringed.
10 months ago
The biggest problem with polymorph is that you could just remove the target as a response to counter everything. I had a polymorph deck a while ago and ran Simic Keyrune just to have something to polymorph that is protected from opponents removal. Dispel are a good sideboard card in case you are up against removal heavy decks. Also, another emrakul in case you draw your only copy might be useful, or maybe See Beyond .
11 months ago
Round 1 Match 1
T2CK: Draws the Keyrune and plays Temple Garden in tapped.
T4CK: Draws Boros Cluestone and plays it, again prioritizing setting up over early agro.
T5HT: Draws Island and plays it.
T6CK: Draws Haunted Plate Mail and plays it. So thats what HT should have saved Detention Sphere for!
T6HT: Draws Trading Post and plays it. This wont save us.
T7HT: Draws Supreme Verdict . Guess were passing without making a move.
T8CK: Draws Temple of Mystery . Makes Selesnya Keyrune and Mail into creatures and attacks. (CK: 20 HT: 7). Plays Simic Keyrune . Plays Temple of Mystery and scries Chromanticore , keeping it on top because its a good backup plan right now. At EOT, HT discards Ensoul Artifact with Trading Post. (CK: 20 HT: 11), because dying is also not a party.
T8HT: Draws Dissipate . Whoo, arent you late to the party?
T9CK: Draws the Chromanticore. Makes Mutavault, Mail, and Selesnya Keyrune into creatures and attacks. (CK: 20 HT: 2). Plays Simic Keyrune. At EOT, HT discards Supreme Verdict (CK: 20 HT: 6). Stupid useless boardwipe against a field full of creatures.
T9HT: Draws Island. Plays it, and plays Scuttling Doom Engine . Whoo, a blocker.
T10CK: Draws Sphinx's Revelation . Plays a Verdict, killing the Doom Engine. (CK: 14 HT: 6) Attacks with Mail and Mutavault for game. Good game!
Sideboarding: CK sides Anger of the Gods for obvious reasons, and removes Supreme Verdict because there are better options in the sideboard against this deck. Puts in Catch / Release because of the big creatures, Wear / Tear because of the artifacts and enchantments, and Merciless Eviction to remove the big artifact creatures of Five-inity.
HT sideboards out Supreme Verdict since most of Chromantikeyrunes creatures need to be killed at instant speed, and Volatile Rig is removed because the creatures can dodge the explosion. In return, in goes Pithing Needle , Celestial Flare , Jace, Memory Adept , and Resolute Archangel .
Thoughts: My deck got screwed over for too long with mana sources before the Keyrunes, Mail, and Mutavault brought the beatdown. The Verdict I was sitting on in hand would have helped if the creatures could be killed at sorcery speed; otherwise, Keyrune did not even have to play the three Chromanticores in hand in order to kill me. The mana ramp of Keyrune is impressive, really; he made due with only 3 lands as a non-aggro deck for a while.
T1HT: Plays the temple, scrying another Temple of Enlightenment . Keeps it on top. Might not have kept if it was not a scry land, but this way we have another chance at scrying as well as a land.
T2HT: Draws the Temple and plays it, scrying Ensoul Artifact , which he keeps on top. Heck yes.
T2CK: Draws the Garden and plays Breeding Pool in tapped. Next turn comes the Keyrunes!
T3HT: Draws the Ensoul, and plays Darksteel Citadel .
T5HT: Draws Scuttling Doom Engine . Swings with the Citadel. (HT: 20 CK: 10)
T6HT: Draws Sphinx's Revelation , swings with Citadel but it is blocked by Mutavault.
T7HT: Draws the Sphere and uses on the Core, unmindful of the second Chromanticore in hand. Attacks with Citadel (HT: 20 CK: 5).
T10HT: Draws Plains and plays it.
T10CK: Draws Merciless Eviction - useful. Attacks with Chromanticore (HT: 7 CK: 12) Tops off the turn by play Rakdos Keyrune . At EOT, HT casts Sphinx's Revelation at x = 3, drawing Island , Darksteel Citadel , and Celestial Flare (HT: 10 CK: 12).
T11CK: Draws Breeding Pool and plays it tapped. Swings with Chromanticore (HT: 6 CK: 16), then plays Merciless Eviction naming creatures. In response, HT taps Citadel to sac Scuttling Doom Engine and draw a card, drawing Trading Post (HT: 6 CK: 10). Citadel and Chromanticore are exiled.
T12HT: Draws Resolute Archangel . Plays an Island and plays the Archangel (HT: 20 CK: 10).
T12CK: Draws Chromanticore and plays it. Well then, that 14 health jump.
T14CK: Draws Sphinx's Revelation and swings with Chromanticore (HT: 16 CK: 14). Out of double Doom Engine range! At end of turn, HT uses first Trading Post to sac Doom Engine and draw Island . He uses the second one to make a goat (HT: 15 CK: 8). In response to HT not having the mana to counterspell, CK uses Rev for 11, drawing Simic Keyrune , 2x Mutavault , 2x Elvish Mystic , Temple Garden , Haunted Plate Mail , Sacred Foundry , Catch / Release , Rakdos Keyrune , and Dimir Cluestone . To the grave go 2x Elvish Mystic , Temple Garden , and Dimir Cluestone (HT: 15 CK: 19). Hand: restocked!
T15HT: Draws Plains and plays it. Sacs a goat to a Trading Post to get back the Doom Engine, and plays it.
T16CK: Draws Temple of Plenty and plays Mutavault . Makes Mail, Selesnya Keyrune, Rakdos Keyrune, and Mutavault into creatures. Plays Catch / Release on Scuttling Doom Engine . Swings with everything on board. Good game!
Thoughts: Fun stuff! I had to mulligan down to 5, though, which probably cost me the game. Early on, Chromantikeyrune had trouble dealing with an Ensouled Darksteel Citadel, but eventually stabilized and regained its footing with its signature card and a well timed Rev. Five-inity never had a chance to do the same properly after the tables had turned, and relying on the lifegain of the two Trading Posts while tapping out its creatures to attack cost Five-inity the game.
BONUS ROUND (Alright, so I messed up and didnt calculate a bunch of things game 2 and Chromantikeyrune ended up winning rather than Five-inity. However, I was well into Game 3 when this happened, and decided to go ahead and finish it. Enjoy.
T1CK: Plays Stomping Ground in untapped (CK: 18 HT: 20) and plays the Mystic.
T1HT: Draws Plains . Plays Hallowed Fountain in tapped.
T4CK: Draws the Temple and plays it, scrying Mutavault which stays on top. Plays Izzet Cluestone and turns Selesnya Keyrune into a creature, and attacks. HT casts Celestial Flare , and to the grave the Keyrune goes.
T6CK: Draws Breeding Pool and plays it untapped (CK: 9 HT: 14). Sacs the Cluestone to draw a card, drawing Temple of Malice . Plays Rakdos Keyrune and makes Mutavault a creature to swing in (CK: 9 HT: 12).
T7HT: Draws Banishing Light and swings in with Citadel (CK: 4 HT: 12).
T8CK: Draws Sacred Foundry . Plays it in tapped. Makes Keyrune a creature and attacks (CK: 4 HT: 9).
T9CK: Draws Haunted Plate Mail and scoops.
Thoughts: Ensoul Artifact on Citadel did WORK there! By countering the one chance that Chromantikeyrune had of getting rid of it, Five-inity quickly took the game.
Final thoughts: Excellent games, with the apparently deciding Game 2 giving Chromantikeyrune a hard-won victory. Im glad to see my deck put up a fight but not win. Chromantikeyrune is a deceptively good deck, with the amount of seemingly random Keyrunes and Cluestones thrown in being very misleading as to the actual power of the deck. It lacked a lot of effective removal for Five-initys creatures, but pulled out ahead with its legions of mana source instant speed creatures and of course Chromanticore. I have a better opinion of the latter card now, definitely.