Simic Keyrune

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Gatecrash (GTC) Uncommon

Combos Browse all

Simic Keyrune

Artifact

: 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

Steelspike on How many lands can I ...

2 weeks ago

I have a rule: mono color decks run 32 lands.

2 colors run 34-36

3 colors 36-38

4 colors 38-40

5 colors 40-42 (42 only if no fetch/ramp effects).

mana rocks don't factor in to my calculations for minimum land inclusions, but to be fair, I usually only run sol ring, Chromatic Lantern, Thran Dynamo and the corresponding tri-color artifacts for 3 color.

For 2 color, I'll use the Simic Keyrune type rocks, but won't use them for 3 or more colors.

Mono color I'll use snow covered lands and Extraplanar Lens, Caged Sun and that's usually it.

smackjack on Deck with Eldrazi titans

1 month ago

I experimented with Polymorph a while back. The biggest problem is that they remove your target as response so poly fizzles. To prevent this i played Simic Keyrune as that is the only poly target with hexproof (what i know of). Also, it technically only cost 1 to turn it into a creature as you can use its mana ability to pay one of the mana (the green if you go mono blue) Worked pretty well, but i havent seen it in any other lists.

HobbyGamer007 on First Try

2 months ago

Some changes I'd do and try out how they fare:

Out:

In:

HTH

ThallionDarkshine on Ezuri Morph

2 months 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.

Howdie91 on Swell the Host +$200 Deck-building Challenge

3 months 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.

2) Simic Keyrune and Lumbering Falls, do they retain counters once they stop being creatures after end of turn?

3) Is there something you usually tutor for with Fauna Shaman?

ThallionDarkshine on Swell the Host +$200 Deck-building Challenge

3 months 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.

halfyoung on

4 months ago

No idea how well it would fun with your deck but Simic Keyrune, our super secret "mana crab"

Wurmlover on Jankrakul, the Combo's torn

11 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.

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