ArtifactT: Add G or U to your mana pool.GU: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn.
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Simic Keyrune Discussion
1 week ago
Redirect decay to their stuff?
"A quick google search revealed that Simic Keyrune dropped mid/late game can make all their Abrupt Decay worthless, so long as I have mana to activate it, and in some cases mana enough to activate it twice in case my opponent tries for a 2-for-1 in my favor"
1 week ago
So ever since Abrupt Decay came into the modern format I have approached the format without much zeal or really any interest as anything other than a way to waste time. I decided there has to be "something" worth playing that can beat abrupt decay even though it's a 3 drop.
A quick google search revealed that Simic Keyrune dropped mid/late game can make all their Abrupt Decay worthless, so long as I have mana to activate it, and in some cases mana enough to activate it twice in case my opponent tries for a 2-for-1 in my favor. I realize death by Crab is pretty slow but I'm willing to do it.
Does anybody know of other cards worth playing as control closers in a format with as many Abrupt Decays as their are Verdant Catacombs, that is to say a lot of them? Things that can be played in control decks are the best.
2 months ago
You have access to green land acceleration; you don't need these second-rate artifacts. They're less useful and more vulnerable to removal.
I'd flat-out remove: Wayfarer's Bauble, Simic Keyrune. I'd reconsider Temur Banner, but it is themey. Coalition Relic and Darksteel Ingot are okay but they wouldn't be at the top of my list for this deck. All of these are effectively 3-mana rocks or accelerators.
Look into some things like: Cultivate, Kodama's Reach, Rampant Growth, Peregrination, Explosive Vegetation, Search for Tomorrow. I tend to prefer 2-for-1 land tutors; most of them are better than your artifacts.
3 months 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 months 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...
4 months 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
6 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.
6 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!