Simic Signet

Legality

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

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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

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Simic Signet Discussion

ericalt91 on Accordion Block Issues

2 days ago

Of course. I'm so sorry! I don't know why I thought you could do anything without the code! Lol

![Alt text](http://media.wizards.com/images/magic/daily/features/feat225_2_2m3j3b4vu6.png)

My third EDH deck, and my first non-Black EDH. I chose [[Ezuri, Claw of Progress]] because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.
===accordion
===panel:Card Draw
Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

[[Coiling Oracle]] - Mana acceleration or card draw depending on the card revealed.

[[Cold-Eyed Selkie]] - Card draw on damage. With all the counter generation in this deck, this card has potential.

[[Fathom Mage]] - Draw a card whenever she gets a counter, which in this deck should happen a lot.

[[Lifecrafter's Bestiary]] - Pay an additional [[symbol:G]] whenever you cast a creature spell to draw a card.

[[Momir Vig, Simic Visionary]] - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

[[Nissa, Voice of Zendikar]] - Her ultimate ability can draw a considerable amount of cards.

[[Prime Speaker Zegana]] - With all the counter generation in this deck, she should draw you at least seven cards if not more.

[[Rashmi, Eternities Crafter]] - If the cast doesn't trigger from her ability, you can put the card in your hand.

[[Steady Progress]] - Proliferate and draw a card. Instant speed.

[[Tezzeret's Gambit]] - Draw two cards and proliferate.
===endpanel
===panel:Counter Generation
The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

[[Avenger of Zendikar]] - Puts +1/+1 counters on its own tokens and those generated by [[Nissa, Voice of Zendikar]].

[[Champion of Lambholt]] - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

[[Chasm Skulker]] - Gets a +1/+1 counter whenever you draw a card.

[[Doubling Season]] - Doubles all counters that would be placed on any permanent you control.

[[Ezuri, Claw of Progress]] - Places +1/+1 counters on a creature before each of your combat steps.

[[Fathom Mage]] - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

[[Fertilid]] - Enters the battlefield with two +1/+1 counters on it.

[[Gyre Sage]] - See [[Fathom Mage]]

[[Hangarback Walker]] - Enters the battlefield with X +1/+1 counters on it. Pay [[symbol:1]] and tap it to put a +1/+1 counter on it.

[[Hardened Scales]] - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

[[Hooded Hydra]] - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

[[Kalonian Hydra]] - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

[[Master Biomancer]] - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

[[Mycoloth]] - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

[[Nissa, Voice of Zendikar]] - Her minus two ability places a +1/+1 counter on each creature you control.

[[Plaxcaster Frogling]] - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

[[Prime Speaker Zegana]] - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

[[Rishkar, Peema Renegade]] - Allows you to distribute two +1/+1 counters when he enters the battlefield.

[[Sage of Hours]] - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

[[Simic Manipulator]] - See [[Fathom Mage]]

[[Verdurous Gearhulk]] - Allows you to distribute four +1/+1 counters when it enters the battlefield.

[[Vigor]] - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

[[Vorel of the Hull Clade]] - His activated ability doubles the number of counters on target artifact, creature, or land.

[[Walking Ballista]] - Enters the battlefield with X +1/+1 counters on it. Pay [[symbol:4]] to put an additional +1/+1 counter on it.
===endpanel
===panel:Counterspells
There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

[[Counterspell]] - As basic as counterspells get. 

[[Disallow]] - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

[[Fuel for the Cause]] - Expensive as counterspells go, but does proliferate as well.

[[Glen Elendra Archmage]] - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

[[Mystic Snake]] - A counterspell and a creature that can trigger [[Ezuri, Claw of Progress]].

[[Plasm Capture]] -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

[[Voidslime]] - See [[Disallow]] 
===endpanel
===panel:Mana Sources
Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

[[Birds of Paradise]] - One mana for a chump blocker that also produces mana of any color. A staple.

[[Coiling Oracle]] - You either draw a card, or get an additional land onto the battlefield.

[[Cultivate]] - Search for two basic lands, put one into play, and the other into your hand.

[[Devoted Druid]] - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

[[Fertilid]] - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

[[Gyre Sage]] - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

[[Kodama's Reach]] - See [[Cultivate]]

[[Nissa, Steward of Elements]] - Her second ability can put a land onto the battlefield from the top of your library.

[[Plasm Capture]] - Counters a spell and gets you some mana during your next precombat main phase.

[[Rishkar, Peema Renegade]] - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

[[Simic Signet]] - Mana acceleration and fixing in one. A staple.

[[Sol Ring]] - [[symbol:1]] to get [[symbol:2]]. Few cards are as powerful.
===endpanel
===panel:Miscellaneous
Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

[[As Foretold]] - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

[[Blighted Agent]] - Unblockable 1/1 with Infect. Possible win-con coupled with [[Ezuri, Claw of Progress]].

[[Cyclonic Rift]] - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.
 
[[Eternal Witness]] - A tool for getting back cards that have been used/milled.

[[Lightning Greaves]] - Almost exclusively used to protect [[Ezuri, Claw of Progress]] from spot removal.

[[Herald of Secret Streams]] - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

[[Invisible Stalker]] - Unblockable 1/1 with Hexproof. Becomes huge when coupled with [[Ezuri, Claw of Progress]].

[[Panharmonicon]] - Creates more triggers for [[Ezuri, Claw of Progress]]. Synergizes well with enters the battlefield effects as well.

[[Rashmi, Eternities Crafter]] - A source of free spells. Works well with the low average CMC of the deck.

[[Reliquary Tower]] - With as many cards as this deck draws, having no maximum hand size comes in handy.

[[Swiftfoot Boots]] - See [[Lightning Greaves]]

[[Trygon Predator]] - Artifact and enchantment removal on a stick.

[[Vizier of the Menagerie]] - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.
===endpanel
===panel:Proliferate
+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

[[Contagion Clasp]] - A basic source of proliferate. Costs [[symbol:4]] to use.

[[Contagion Engine]] - [[Contagion Clasp]]'s big brother. A board wipe and proliferate source in one.

[[Fuel for the Cause]] - Counter a spell and proliferate. Pure advantage.

[[Inexorable Tide]] - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

[[Steady Progress]] - Proliferate and draw a card. Simple and effective.

[[Tezzeret's Gambit]] - Draw two cards and proliferate. Almost always paid for using life.

[[Thrummingbird]] - A proliferation machine. Very reliable source if you can keep it alive.

[[Viral Drake]] - Repeatable proliferate. Reasonably priced for the effect.
===endpanel
===panel:Token Generation
A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for [[Ezuri, Claw of Progress]].

[[Avenger of Zendikar]] - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

[[Blade of Selves]] - Generates multiple temporary tokens on attack of whatever it is equipped to.

[[Chasm Skulker]] - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

[[Doubling Season]] - Doubles the number of tokens generated by other cards I control.

[[Hangarback Walker]] - As [[Chasm Skulker]], but produces 1/1 Flying Thopters instead of Squids.

[[Hooded Hydra]] - As [[Chasm Skulker]], but produces 1/1 Snakes instead of Squids.

[[Mycoloth]] - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

[[Nissa, Voice of Zendikar]] - Her +1 creats a 0/1 Plant token.
===endpanel
===endaccordion

ericalt91 on Accordion Block Issues

3 days ago

So as the title says, I've been having issues with my accordion blocks on my decks lately. Below is an example of the coding, and you can see the end result at the deck's page: Ezuri's Unending Progress

Any help would be greatly appreciated. I would like all of my decks to end up looking nice and uniform. My other deck Karlov's Tithes is exactly how I want things to end up. Thanks in advance!

Alt text

My third EDH deck, and my first non-Black EDH. I chose Ezuri, Claw of Progress because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.

Card draw is a powerful mechanic, and no color does it better than Blue. In this particular deck the card draw is mostly creature-based.

Coiling Oracle - Mana acceleration or card draw depending on the card revealed.

Cold-Eyed Selkie - Card draw on damage. With all the counter generation in this deck, this card has potential.

Fathom Mage - Draw a card whenever she gets a counter, which in this deck should happen a lot.

Lifecrafter's Bestiary - Pay an additional whenever you cast a creature spell to draw a card.

Momir Vig, Simic Visionary - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.

Nissa, Voice of Zendikar - Her ultimate ability can draw a considerable amount of cards.

Prime Speaker Zegana - With all the counter generation in this deck, she should draw you at least seven cards if not more.

Rashmi, Eternities Crafter - If the cast doesn't trigger from her ability, you can put the card in your hand.

Steady Progress - Proliferate and draw a card. Instant speed.

Tezzeret's Gambit - Draw two cards and proliferate.

The true essence of the Simic Combine and the bread and butter of this deck. +1/+1 counters beef up creatures and can be used to trigger a variety of abilities.

Avenger of Zendikar - Puts +1/+1 counters on its own tokens and those generated by Nissa, Voice of Zendikar.

Champion of Lambholt - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.

Chasm Skulker - Gets a +1/+1 counter whenever you draw a card.

Doubling Season - Doubles all counters that would be placed on any permanent you control.

Ezuri, Claw of Progress - Places +1/+1 counters on a creature before each of your combat steps.

Fathom Mage - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.

Fertilid - Enters the battlefield with two +1/+1 counters on it.

Gyre Sage - See Fathom Mage

Hangarback Walker - Enters the battlefield with X +1/+1 counters on it. Pay and tap it to put a +1/+1 counter on it.

Hardened Scales - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.

Hooded Hydra - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.

Kalonian Hydra - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.

Master Biomancer - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.

Mycoloth - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.

Nissa, Voice of Zendikar - Her minus two ability places a +1/+1 counter on each creature you control.

Plaxcaster Frogling - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.

Prime Speaker Zegana - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.

Rishkar, Peema Renegade - Allows you to distribute two +1/+1 counters when he enters the battlefield.

Sage of Hours - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.

Simic Manipulator - See Fathom Mage

Verdurous Gearhulk - Allows you to distribute four +1/+1 counters when it enters the battlefield.

Vigor - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.

Vorel of the Hull Clade - His activated ability doubles the number of counters on target artifact, creature, or land.

Walking Ballista - Enters the battlefield with X +1/+1 counters on it. Pay to put an additional +1/+1 counter on it.

There is no more powerful, nor satisfying effect, than a well-timed counterspell. Being able to stop an opponent's big play or infinite combo is an amazing ability.

Counterspell - As basic as counterspells get.

Disallow - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.

Fuel for the Cause - Expensive as counterspells go, but does proliferate as well.

Glen Elendra Archmage - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.

Mystic Snake - A counterspell and a creature that can trigger Ezuri, Claw of Progress.

Plasm Capture -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.

Voidslime - See Disallow

Mana is required to play spells. This is one of the most basic concepts of magic. More mana allows more spells to be cast. More spells allow for more plays to tilt the game in your favor. Therfore, getting mana as rapidly as possible increases one's chance of victory.

Birds of Paradise - One mana for a chump blocker that also produces mana of any color. A staple.

Coiling Oracle - You either draw a card, or get an additional land onto the battlefield.

Cultivate - Search for two basic lands, put one into play, and the other into your hand.

Devoted Druid - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.

Fertilid - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.

Gyre Sage - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.

Kodama's Reach - See Cultivate

Nissa, Steward of Elements - Her second ability can put a land onto the battlefield from the top of your library.

Plasm Capture - Counters a spell and gets you some mana during your next precombat main phase.

Rishkar, Peema Renegade - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.

Simic Signet - Mana acceleration and fixing in one. A staple.

Sol Ring - to get . Few cards are as powerful.

Some cards in a deck don't really fit into the deck's broad categories. This is sort of a catch-all for useful, but perhaps niche effects or supplemental cards.

As Foretold - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.

Blighted Agent - Unblockable 1/1 with Infect. Possible win-con coupled with Ezuri, Claw of Progress.

Cyclonic Rift - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.

Eternal Witness - A tool for getting back cards that have been used/milled.

Lightning Greaves - Almost exclusively used to protect Ezuri, Claw of Progress from spot removal.

Herald of Secret Streams - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.

Invisible Stalker - Unblockable 1/1 with Hexproof. Becomes huge when coupled with Ezuri, Claw of Progress.

Panharmonicon - Creates more triggers for Ezuri, Claw of Progress. Synergizes well with enters the battlefield effects as well.

Rashmi, Eternities Crafter - A source of free spells. Works well with the low average CMC of the deck.

Reliquary Tower - With as many cards as this deck draws, having no maximum hand size comes in handy.

Swiftfoot Boots - See Lightning Greaves

Trygon Predator - Artifact and enchantment removal on a stick.

Vizier of the Menagerie - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.

+1/+1 counters can be powerful in their own right. Any mechanic that can put more counters on your permanents should be a welcome addition to the deck.

Contagion Clasp - A basic source of proliferate. Costs to use.

Contagion Engine - Contagion Clasp's big brother. A board wipe and proliferate source in one.

Fuel for the Cause - Counter a spell and proliferate. Pure advantage.

Inexorable Tide - Expensive, but the ability to proliferate multiple times in a turn is very powerful.

Steady Progress - Proliferate and draw a card. Simple and effective.

Tezzeret's Gambit - Draw two cards and proliferate. Almost always paid for using life.

Thrummingbird - A proliferation machine. Very reliable source if you can keep it alive.

Viral Drake - Repeatable proliferate. Reasonably priced for the effect.

A minor sub-theme within the deck. Several cards generate tokens upon death. Mainly for use as board wipe recovery. If several small tokens enter the battlefield, can give several triggers for Ezuri, Claw of Progress.

Avenger of Zendikar - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.

Blade of Selves - Generates multiple temporary tokens on attack of whatever it is equipped to.

Chasm Skulker - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.

Doubling Season - Doubles the number of tokens generated by other cards I control.

Hangarback Walker - As Chasm Skulker, but produces 1/1 Flying Thopters instead of Squids.

Hooded Hydra - As Chasm Skulker, but produces 1/1 Snakes instead of Squids.

Mycoloth - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.

Nissa, Voice of Zendikar - Her +1 creats a 0/1 Plant token.

legosare on 5 Color Slivers

2 weeks ago

On the topic of lands to ramp, a general rule of thumb is to have around 50 mana sources in the deck including lands and ramp. In this deck in particular I would suggest closer to 53 or 54.

To make room for more ramp, I would cut Megantic Sliver, Battle Sliver, Dictate of Kruphix, Spellbook, Transguild Promenade, and Courser of Kruphix. Cards I would add are Birds of Paradise, Simic Signet, Golgari Signet, Manaweft Sliver, and Gruul Signet.

I would also add a little more card draw/selection. Some of the best of these are Dig Through Time and Treasure Cruise. Delve in general is a very powerful mechanic. I would cut Comeuppance and Thorncaster Sliver for both.

One last thing. I noticed that you have Island, Frontier Bivouac, and City of Brass listed twice. Just FYI.

Chimera115 on Rashmi, Eternities combo assistant

2 weeks ago

List of things that could be better.

1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.

2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy  Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.

3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.

4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.

5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy  Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.

6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.

a.) Isochron Scepter + Dramatic Reversal infinite mana and untaps let you do stuff like draw your deck with Sensei's Divining Top, Stroke of Genius, Pull from Tomorrow, and Enter the Infinite

b.) Seasons Past + Dramatic Reversal after drawing your deck to generate infinite mana by looping Seasons Past to recurr Dramatic Reversal followed by a draw spell.

c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.

Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.

Cast these rocks and generate 3 colorless 2 blue and 1 green mana.

Use Noxious Revival to get back Hurkyl's Recall having 3 colorless 2 blue in pool.

Cast Frantic Search getting Seasons Past and Hurkyl's Recall back and discard two nonland high cmc cards. going to 1 colorless 1 blue. Then use the untap to go to 1 colorless 2 blue 2 green in pool.

Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.

Replay Mana Crypt, Mana Vault, Grim Monolith, and Sol Ring going to 6 colorless 1 blue and 2 green in pool

Then cast Seasons Past back the land Hurkyl's Recall, Frantic Search + discarded cards, and Noxious Revival.

You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.

Winning the Game with inifinite mana

d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.

e.) Infinite Mana + Stroke of Genius- Use this plus Noxious Revival + Seasons Past to make all opponents have no cards left in their deck.

f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.

The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.

Hope this helps out.

NV_1980 on Damia's Buy One Get One Free

2 weeks ago

Hi,

I would try to increase the speed of this deck somewhat by adding some more artifact mana rocks like Dimir Signet, Golgari Signet and Simic Signet. Another idea would be to add some ways in which your land gets to the table quicker like Burgeoning or even Exploration. Also, I would look into ways to get some more card draw going. In this deck, I would opt for Underworld Connections, Phyrexian Arena or even Rhystic Study.

Hope any of this helps. Happy gaming!

Wkr,

NV_1980

P.s.: I would appreciate a review of one of my decks, in case you have the time.

Pieguy396 on Riku's Forces

2 months ago

Looks a lot better! Nice job with your lands as well! I only have a couple of comments:

In any case, awesome job! Looks solid!

Mint0055 on [Primer] Victoria Angelica!

2 months ago

In that case best to go with cheap colored mana rocks. I like the hedrons for the card draw effects later game but Any of the Signets ( Ex. Simic Signet, Azorius Signet, Etc.) should workout. Dont forget Darksteel Ingot. Not tons of ramp, but great for color fixing and early game headstarts. Burgeoning May be worth considering as well. You know your deck best though so whatever works.

MaximumNoobage on trUn

2 months ago

Swapping Simic Signet for Dimir Signet can save you a couple points of life on your Dismembers.

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