Simic Signet


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Common
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Commander 2013 (C13) Common
MTG: Commander (CMD) Common
Dissension (DIS) Common

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Simic Signet


, : Add to your mana pool.

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Simic Signet Discussion

PrehistoricMan on Vorel of the Simic

1 week ago

first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.

untappers you can use multiple times in a turn if you have the mana: Filigree Sages, Thassa's Ire, Sword of the Paruns

counters that can be doubled and used as mana just so they can be doubled again: Gyre Sage, Everflowing Chalice, Crystalline Crawler, Astral Cornucopia

now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.

i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.

Clever Impersonator and Progenitor Mimic. copy effects dont copy counters on a card (as written in rule 706.2) so they have no real value in the current deck and should be replaced.

Trinket Mage: are Sol Ring / Sensei's Divining Top important enough to have this card in your deck? i think not. (remember, opinions)

Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.

Lorescale Coatl, since your carddraw is limited this card is too slow.

Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.

Sapphire Drake: an alternative would be the outlast creatures e.g. Tuskguard Captain its way cheaper and does the job. alternatively you could run them both.

Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.

Young Wolf: loses its undying ability if a counter is placed upon it before it dies. replace with Servant of the Scale

Zameck Guildmage: probably too slow.

add-in replacements could be: Champion of Lambholt, Fertilid, Forgotten Ancient, Phantom Nantuko

lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.

this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.

snotice on Vorel of the Simic

1 week ago

You have a good deck so far. Doubling Season isn't even worth it until it get truly reprinted. Anyhow, here are some suggestions:

- Everflowing Chalice
- Thousand-Year Elixir
- Thought Vessel
- Simic Signet

- Gyre Sage
- Walking Ballista
- Managorger Hydra
- Rishkar, Peema Renegade
- Champion of Lambholt
- Herald of Secret Streams
- Spike Weaver
- Deepglow Skate
- Acidic Slime
- Kalonian Hydra

- Sylvan Library
- Rhystic Study
- Inexorable Tide

- Nature's Claim
- Heroic Intervention
- Beast Within
- Krosan Grip
- Disallow
- Dissipate

- Cultivate
- Skyshroud Claim

Hope this helps :)

Neotrup on Imprinting and split second: questions

1 week ago

Temporal Mastery has a CMC of 7 at all times, in all zones. It's miracle cost is an alternate cost that can be used when you draw it as the first card for your turn, but that does not altar it's CMC. Panoptic Mirror only cares about CMC.

Trickbind can counter an activated or triggered ability, which I believe covers all Imprint abilities. It is very difficult to counter Trickbind, but it is possible. If you put imprint Trickbind onto Panoptic Mirror you'll be able to cast it during your upkeep to counter another upkeep trigger you control, but to little other effect. The Panoptic Mirror trigger would still use the stack and could be Stifled to keep you from casting Trickbind, as the trigger does not have split second.

A mana ability is an activated ability that could add mana to a players mana pool and is not a loyalty ability or an ability that targets (like the ability of Simic Signet or Spectral Searchlight). Or a triggered ability that does not target and could be triggered by the activation of another mana ability (like the triggered ability of Utopia Sprawl or Caged Sun).

Trickbind and Stifle can only counter abilities, not spells, which is why they cost less than counterspells. Disallow or Voidslime would let you either counter a spell or ability.

JuQ on All for One, One for All

1 week ago

Hi, I have a very similar elf focused Ezuri deck you might want to check out

Ezuri Turbo Tribal

Commander / EDH JuQ


My advice, swap everything you can into a power 2 creature with the same function: Bramblecrush for Acidic Slime, Naturalize for Viridian Zealot, Call to Mind and Nature's Spiral for Eternal Witness and Den Protector, Simic Signet for some ofther mana dork, if possible get a Priest of Titania, Exclude for Silumgar Sorcerer, you get the idea.

Most of your creatures are green but your counters most of them require double blue. Try to use low cost counterspells that requiere only one blue mana. It doesen't matter if they aren't hard counters, usually the non creature spells will be the most dangerous for your, especially the sorceries. Disdainful Stroke, Stubborn Denial, Swan Song. Counterspell on a creature are also great on this deck, specially if they have evasion on their own Stratus Dancer, Siren Stormtamer, Mausoleum Wanderer.

There are a few really good blue removals Pongify, Rapid Hybridization, Reality Shift. And in green the discount instant Desert Twister Beast Within.

You will need a ton of card draw, much more than in any other deck. Your spells are cheap and you will empty your hand really fast. Life's Legacy and Give / Take (you can ignore the Give part) are my favourites for this deck because they are really low cost and give you a ton of cards. There are higher cost spells that will get you about as much without having to consume your creature or your +1/+1 counters, but the low cost is critical.

Door of Destinies will make prevent Ezuri from getting experience and is quite slow. You don't really need it because Ezuri is there to buff your creatures. For similar effects in a more efficient and explosive way Master Biomancer or Bloodspore Thrinax. The best thing is Cultivator of Blades because it gives you three experience ounters, and only buffs your guys when it attacks, so Ezuri keeps getting experience.

Mycoloth is absurdly good with Ezuri, they feed each other just what each one of them wants.

You will also need a tons of ways to save Ezuri, he will be the target of all your opponents removal.

Try to include as few lands that enter tapped as possible, a second turn Elvish Mystic is not half as good.

If you like easy wins you can also run Blighted Agent and Sage of Hours.

Bchong on Treva, the Renewer

2 weeks ago

hey you should really consider some more ramp cards like every mana dork possible and every signet possible. They are very good and will be worth your time...and every other EDH deck you build will probably need them.

Llanowar Elves Birds of Paradise Azorius Signet Selesnya Signet Simic Signet Talisman of Unity Nature's Lore Skyshroud Claim Kodama's Reach Harrow Journey of Discovery

here is a couple ramp cards you should seriously consider.

I don't know what else to really suggest because I don't play voltron or with creatures in general for my EDH deck and it seems like you have choosen a lot of budget option rather than many EDH staples.

JoosetheMuice on Derevi, Empyrial Tactician (Blink EDH)

3 weeks ago

oh and some ramp spells would be really helpful, even just adding Cultivate and Kodama's Reach makes a big difference. I also recommend Selesnya Signet Azorius Signet and Simic Signet I always run every applicable signet in all my decks. They help you get a turn ahead of your opponent as well as fix colors

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