: 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 month ago
The only thing is, you don't get much by adding blue. Jace Beleren, Jace, Architect of Thought, Think Twice, Repeal, Frost Titan,Mystic Snake, Serum Visions, blue manlands, and maybe Thing in the Ice Flip. You don't want to be discarding countermagic to Smallpox and Death Cloud.
You might get away with cutting Smallpox for Counterspells, but that takes away some of the advantage of getting so far ahead on mana. Alternatively, you could try and lock your opponent out with Spreading Seas-type cards and Choke.
I think the most important card in blue that you could add is Exhaustion. Imagine turn 1 Search for Tomorrow, turn 2 Smallpox, turn 3 Exhaustion, turn 4 play a planeswalker/mana rock/more ramp spells, turn 5 Death Cloud. Your opponent got all of 2 turns to actually try and do anything while you cut them off from mana. Maybe you even cast a Part the Waterveil in there somewhere? There's also Annex, Dream Leash, Sower of Temptation, and Vedalken Shackles for even more shenanigans.
As for lands, the nice thing about the Death Cloud deck and why I linked it is that you're running off Sakura-Tribe Elder and Search for Tomorrow. That means you benefit from having a large amount of basics, cutting back on the deck's cost.
What I don't like about Olive's article is his choice to use Jungle Hollow and Golgari Guildgate. I agree with others on the use of painlands. Woodland Cemetery, Darkslick Shores, Drowned Catacomb, Hinterland Harbor, Hissing Quagmire, and Lumbering Falls are also all fairly inexpensive.
Lastly, there's mana rocks that turn into creatures. You can ramp up, cast a Smallpox or Death Cloud, wipe out the entire board, then beat face with Dimir Keyrune/Golgari Keyrune/Simic Keyrune/Phyrexian Totem/Silumgar Monument, on top of your manlands.
Hope this helps!
4 months ago
Finally got around to rounding out the sideboard. Although, still couldn't really decide on which removal I like better, so that was noted.
@DarkAngel13 - I personally don't like Garruk Relentless
Flip because he doesn't provide as much utility as I would like, slowly gives me small creatures that tamper with my Restore Balance schemes, and loses a lot of power if he flips (unless you side in all the Evoke creatures).
When looking into which two keyrunes I was going to run (do to not running my Thunder Totems in this version), I considered Rakdos Keyrune to go with my Simic Keyrune. However, due to switching in Bow of Nylea for the Reminisce I had before, Boros Keyrune just seemed way more appealing (it also directly helps with Ajani Vengeant).
4 months ago
These can be cut.
4 months 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.
5 months 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)
5 months 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?
6 months ago
6 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!
|Commander / EDH||Legal|
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