: 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.)
Price & Acquistion Set Price Alerts
Simic Keyrune Discussion
3 hours ago
Nice counterspell/removal package. +1 for running Infect in a format that makes it weaker as killing more than one player is tough. Here is a link to my deck. Same idea with a slightly different take on the cards to use (I agree ahead of time my control package is weak). French CMDR Infect
The biggest issue I see is running weaker infect creatures just because they are infect. I would suggest giving the ones you do have evasion. Flying and unblockable are easy in these colors.
A card I added out of the norm to think about would be Simic Keyrune. I know the keyrunes get some hate. But if you have open mana and nothing to dump it into this spins up Ezuri's EXP counter every turn you can afford to pay it and is pretty safe from most removal.
Hope this helps.
1 month ago
Simic Keyrune solves the removal problem. Emrakul for 5 mana is pretty nice. But also adding the keyrune does take up more spots, and weakens your token strategy, so maybe its better for a dedicated polymorph deck in a control shell with 4x Dispel as a backup against removal.
4x Proteus Staff
4x Simic Keyrune
2x Vines of Vastwood
4x Awakening Zone
2x Emrakul, the Aeons Torn
3x See Beyond
4x Mana Leak
4x Serum Visions
20 other lands (maybe 2-4 Blinkmoth Nexus for additional targets)
1 month ago
The problem with Polymorph is that its fragile. A single Lightning Bolt, Path to Exile, Forked Bolt, Electrolyze, Go for the Throat, Abrupt Decay etc. etc. will stop your combo (they remove the target and Polymorph fizzles).
The only way to prevent this, as far as i know, is to use Simic Keyrune because its a "non-creature creature" with hexproof. It makes the combo slower, but more reliable. Actually, because the keyrune taps for mana, and doesn't need to be untapped to Polymorph, you will only need one additional mana to combo. And you can use it to tap for green, so the splash is easier. And the green could be used towards Gavony Township..
And while we are talking slower but more reliable ways to combo, how about Proteus Staff? Its more mana investment, 6 in total, but its repeatable in case they remove your target.
Now, do you need Polymorph to win? Or is more tokens/anthems just a better strategy?
1 month ago
2 months ago
The Staff of Domination was a card that I had in my previous build of this deck, prior to me uploading it to TappedOut. While it works, it was cut for more efficient plays, which was Pemmin's Aura. All in all, the Staff is definitely good utility, however it was eventually cut out of the deck.
In regards to the Seedborn Muse, she was in a previous incarnation of the deck as well as the Staff of Domination. I sacrificed the ability of untapping artifacts on other turns to ensure I have an extra slot for a Plansewalker, which was taken by Jace, the Mind Sculptor.
Great minds think alike, though!
You know, I originally thought of putting in both a Cornucopia or a Chalice...I even had it written down! Then I forgot what I was holding the slot down with they Simic Keyrune. Now, I need to go and dig it out of my box of uncommons, and lord knows if I'll find it tonight! Thanks for the reminder!
2 months ago
Not sure about the Bane of Progress, not really a fan of it in edh.
Should try some Spike creatures since they depend on +1/+1 counters (recommendation: Spike Feeder)
Viridian Joiner - since you can power it up easily
Pathbreaker Ibex - repeatable overwhelming stampede
Prime Speaker Zegana - easy upgrade
Trygon Predator - I don't like playing against this card so it must be good
2 months ago
No, because at the time you could activate Simic Keyrune's second ability, it is already a permanent on to the battlefield. It's ability does not make it reenter the battlefield, but it merely turns it into an artifact creature. Nor when you cast it does it enter the battlefield as a creature. It will enter as a non-creature artifact.
Note: If you activate the second ability during the same turn you cast it, you will not be able to tap it for mana as it will then be an artifact creature with summoning sickness.
Also note: If Simic Keyrune is a creature at the time Ezuri, Claw of Progress' second ability would trigger at the beginning of combat, you may put those counters on your Keyrune artifact creature. Once it stops being a creature at the end of the turn, it will keep those +1/+1 counters.
|Commander / EDH||Legal|
Printings View all