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|Commander Anthology Vol. II (CM2)||Common|
|Commander Anthology (CM1)||Common|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
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Simic Signet Discussion
5 days ago
The next step is to make sure your mana ramp is in order. It is really important to have at least 10 ways to ramp, and with Atraxa, you might even want to add one or two more in the future. For now, you should stick to 10 so you can test the deck’s other components.
Something I noticed is that you had Evolving Wilds and Terramorphic Expanse counting as mana ramp cards. These should never be thought of as ramp. Mana ramping is taking any action that puts you ahead of the amount of mana you could have available if you only dropped lands. Evolving wilds counts as your land drop, and while it fixes your mana by going to get any color you need, it does not put you ahead on your amount of available mana. In fact, it puts you behind because it comes in tapped. Fixing is great and important in a four color deck, but the more lands you have coming in tapped, the more you’ll set yourself behind. You can still run a good amount of taplands, but having a good ramp package can help soften the blow. Once you get good duals, the ramp starts to work even better.
It is always of utmost importance that your ramp is both cheap and long-lasting. The biggest downside to not playing green is not being able to ramp mana as effectively. This is because the other colors have to resort to mana rocks and mana dorks, artifacts and creatures that tap for mana. Using ramp like this can be fast and effective, but you are always vulnerable to board wipes and removal. One Vandalblast will ruin anyone's day if all their ramp is artifact based. Luckily, you are playing green, so you should never have to worry about rocks getting blown up. All of your ramp should be land focused, unless you have a really good reason for using something more synergistic. It is kind of a widespread unspoken courtesy that people do not actively use mass land destruction in EDH. Sure, there are those that do, but WAY more people come ready to blow up all artifacts/creature/enchantments when they need to. This makes throwing extra lands out a safe way to ensure you get ahead on mana and STAY ahead on mana.
Let's go down all your ramp one by one and see what better options you have:
1) Cultivate is exactly the kind of spell you want to be ramping with. It finds two of your colors, puts you ahead on mana, and guarantees you'll make your next land drop. You would be hard pressed to find a multicolor EDH deck with green that doesn't want this card.
2) Darksteel Ingot looks good on paper, but 3 mana is a lot to pay for a rock, even if it gives you all your colors and is indestructible. The Ingot may have indestructible, but stuff like Merciless Eviction or Play of the Game don't care anyway.
REPLACEMENT: There are, however, reasons to want 3 CMC ramp cards. For instance, Cultivate is so good, it didn't need a replacement. It is SO good, that you actually should use it's twin Kodama's Reach to replace the Ingot. It may seem like the flexibility of Ingot adding any of your four colors is worth it, but something like Kodama's reach, when working with a good mana base, can actually be more effective, because it can give you two of the colors you need simultaneously, instead of giving you access to one at a time. That's on top of being land based rather than artifact based.
3) Fellwar Stone is where we start to make exceptions for rocks based on power. In a 4 player game, Fellwar almost always taps for any color you need. The power of a rock skyrockets when it costs less than 3, can tap for multiple colors, and can be used right away. This one is a great call, and its benefit in the early game will outweigh it's vulnerability to mass artifact destruction.
4) Golgari Signet is a great rock, but not being able to tap right away and only getting two of your colors makes it not work as great as land based ramp. Keeping most of your ramp to 2 CMC will help you cast 4 drops (Like your commander) on turn 3. It also means you could be more likely to cast two ramp spells on the same turn and start flying ahead. It also means you could ramp and still have room to cast other spells. That kind of advantage doesn't seem like much, but it makes turns worth of difference.
REPLACEMENT: To keep this slot to 2 CMC, the best option would be Farseek. It can grab any Plains, Island, or Swamp and put it into play tapped. This will become super important once you acquire dual lands that have basic land types because it can go get a Plains/Forest or an Island/Swamp, giving you access to two more colors instead of just fetching a basic land.
5) Khalni Gem is just straight up bad unless you have a reason to bounce lands to your hand. 4 mana and returning two lands is way too steep a price. It doesn't even put you ahead on the turn you play it. On top of that, it can only add one color at a time.
REPLACEMENT: Rampant Growth is a shoe-in here. 2 mana, gets any color you need. It only gets basics, but that is fine as long as your mana base is built right and you know your deck well.
REPLACEMENT: So this is a case where you can make a replacement that ignores the downfalls of the original card by being super synergistic with your deck. Might I introduce you to Astral Cornucopia! It will most of the time cost 3 mana just like Manalith, and tap for any color just like Manalith, but every time you proliferate, it will tap for more mana. This can get WAY out of hand with all the proliferating your deck is trying to do. You may find it becomes too hot of a target for removal, but the benefit here is super unique to your deck and is worth running until your playgroup starts to hate it out of existence.
REPLACEMENT: Another easy 2 CMC option to slot in here is one of the best ramp spells you can have, Sakura-Tribe Elder A.K.A. STEVE! It is basically Rampant Growth on a creature. This makes it crazy good because you can play it and have it out as a blocker, sacrifice it after it blocks, and go get your land. You can sac it on the end step before your next turn after playing it and basically see the same benefit as a Rampant Growth, but with the added benefit of having had a creature out that whole time. Hell, if you don't need the land and would rather have a blocker, keep him out longer and sac him in response to anything that would kill him or exile him. On top of that, it could be something you give infect to in a pinch. Master Biomancer could even make him huge when he enters. Any powerful effect that can be stuck on a creature adds so many benefits, you'd be hard pressed not to want it.
8) Sol Ring is always amazing. Nuff Said.
9) Temple of the False God is pretty awful in a four color deck. It can make your opening hands terrible, and shouldn't even really count as a land in most cases. If you're not counting it as a land, then it should fall into the ramp category, but in this case it ramps you one mana ahead, but gives you no colors, and replaces your land drop. On top of that, it wont work until turn 5 at the earliest. This is will be a feel-bad card a lot of the time.
REPLACEMENT: Harrow is ridiculous good. It costs 3 mana, but leaves you with 2 more mana to use after it resolves, effectively making it cost 1. Sacrificing a land is a small price to pay to go get two lands and have them come in untapped. It can fix your colors, put you ahead, and allow you to cast more spells that turn. Basically all the good gravy.
10) In order to make the 10th ramp slot, another cut will have to be made. As cool a Plague Myr is in the deck, I think it is best to consider that most of the time it will just be a 2 mana 1/1 with infect, because you'll want to spread those poison counters. When you do need it to be a mana dork, it might not even give you the colors you need. This kind of low impact is not enough to justify crippling your ability to ramp effectively, so for now it should go to your maybeboard. I would continue to keep it in mind in mind for the future if you feel another 2 cmc infect creature might as well become something that taps for mana occasionally. For instance, this could come back in to replace black mamba in the future if playtesting deems it viable.
REPLACEMENT: There a few really great options left. Chromatic Lantern is going way down in price due to the upcoming reprint, so I would definitely have that at the top of the list for this slot. For now however, you can stick to a land based ramp spell that I can mail to you. Nature's Lore is fantastic because it costs 2, searches for a Forest rather than a basic land, and puts the Forest in untapped. This means it can go get dual lands with forest as one of their two types, or even something crazy good for your deck: Murmuring Bosk. Nature's Lore should take priority over rampant growth once you have enough good duals, but for now, Lantern and Rampant work better together.
If you get Lantern, don't use nature's lore until you have enough duals to make it worth replacing rampant growth with it. If you don't get Lantern, Use both Nature's lore and Rampant Growth.
These changes should make your mana much smoother and more effective in the long-term, as well as allow you to cast most anything when you need to. Continue to think about whether you should add 1 or 2 more after you've play-tested a bit.
6 days ago
In your maybeboard I like:
Giltspire Avenger Exalted and can deter attackers, but 3 colors and $1+ makes sense to be a cut.
I would make room for Battlegrace Angel, has exalted and gives your Exalted Attacker lifelink. $0.56!
Cathedral of War was the land I was thinking about Friday, but it's $1.50! Can't include.
Sovereigns of Lost Alara is very powerful, tutors the exact aura you need for any situation, and probably makes them unblockable or lifelink in the process. With every strike it becomes lethal. $5 hard to account for but might be a way.
Rhox Charger is exalted and he has built in Trample, 3/3 Exalted for CMC4 isn't too bad for $0.25.
Stoic Angel would be an auto-include for me, especially with all of your guys making creatures come into play tapped. Swing with your Vigilance (Flying) Angel alone, and avoid any type of counter-strike from opponents. No going to find a better card for $0.50.
Grunn, the Lonely King is another option, he's CMC6 for 5/5 no Trample, but when he attacks, Stack his triggered ability, and then layer on all the Exalted, after the exalted get added, he doubles himself. If you have the kicker 3 a 10/10 for 9 is still ok. Needs a Rancor but he's pretty reasonable, especially with all the built in evasion effects.
Suprised you don't have Knotvine Paladin, he gets +1 from the Exalted ability, and stacks a second +1 for each "untapped" creature, which they all are, so doubles the Exalted when he attacks, another good finisher like Grunn, the Lonely King when evasion is available.
Cold-Eyed Selkie can draw some cards, since your not using blue much you don't have as much draw, since he's still works. Also if you can Exalted and Islandwalk someone, can repopulate your hand.
Swords to Plowshares is the best removal in Budget for $1.
Sigil of Valor is the exalted equipment because it doubles the Exalted effects!.
Sigil of the Nayan Gods not bad, because if it useless, it has Cycling.
I'll continue further review later, off the top of my head,
Reciprocate generally bad, once it's hit your life it's too late, someone (situational) it will be good, but most creatures you NEED to remove aren't attacking, and if they are, the specifically have to attack you, and you have to choose to let them hit your life. Condemn is better because it can attack anyone, and doesn't have to connect to your life specifically.
Skarrg Goliath is too high CMC to be useful, and his bloodlust is also too high CMC.
More to come later, I used to have a Daxos of Meletis deck, so I have some ideas, but I utilized the quite a bit more. Fun Selesnya build. +1.
2 weeks ago
Nice build there. My suggestions: Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage Animist Flip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.
3 weeks ago
I like the build, but it feels slow to the ramp so you can effectively drop your bombs.
Signets are better than the rocks you’re running.
These put “Forests” into play. This includes dual lands that are forests as their type such as Breeding Pool, etc. also they enter untapped.
Chump block, sac response. Block and get a basic land in tapped.
Should be a no brainer for these two.
3 weeks ago
Hey, you're right there's a lack of ramp here and the avg. CMC is 4.16. Without lots of ramp is too high for a Commander deck. Even with ramp this is too high to be competitive. There's too many five drops here I think you can trim some, this will help the lower the avg. CMC. My suggestions will be semi-budget, no card over $40.
I suggest you upgrade the manabase with Shock lands and Check lands.
- Overgrown Tomb
- Temple Garden
- Breeding Pool
- Godless Shrine
- Watery Grave
- Hallowed Fountain
- Woodland Cemetery
- Sunpetal Grove
- Hinterland Harbor
- Isolated Chapel
- Drowned Catacomb
- Glacial Fortress
Other good low CMC ramp to consider (staying away from mana dorks because of board wipes): Mana Vault, Chrome Mox, Fellwar Stone, Everflowing Chalice, Coalition Relic, Talismans: (Talisman of Unity, Talisman of Progress, Talisman of Dominance), and Signets: (Simic Signet, Selesnya Signet, Golgari Signet, Azorius Signet, Orzhov Signet). I'm a fan of Talismans over Signets for the very reason that I can tap a Talisman to make . I don't need another land or mana source to make mana like I do with a Signet.
You can expand on the theme of locking your opponents with three cards: Stasis, Winter Orb and Garruk Wildspeaker. Stasis is just a good card with a Superfriends strategy because Planeswalkers don't tap, your free to use loyalty abilities for the turn while your opponents are locked down. Lock them for only a few turns and ultimate all the Planeswalkers you control. Orb is the same once you get some Planeswalkers into play drop Orb. Garruk can untap two lands and given that you can potentially use his loyalty abilities more than once a turn makes him great with a Stasis or Orb lock.
Consider Enlightened Tutor and Mystical Tutor? These one drop instant tutors are some of the best in Commander. Enlightened can tutor for Doubling Season or Stasis or any other enchantment or artifact such as The Chain Veil. Mystical can tutor for a board wipe or Armageddon, etc. These are powerful cards for only one mana. Consider Eternal Witness? Witness is a staple in Commander for green. Her ETB ability can get back any card from the graveyard including a land or Planeswalker.
Consider Burgeoning, Mystic Remora, Rhystic Study? These are good low CMC Commander cards. They can disrupt your opponents and/or give you card advantage simply by letting your opponent's play the game.
I have other suggestions, but I'll stop here.
Good luck with your deck.
1 month ago
You could speed up your landbase a lot for about $10 by adding Canopy Vista Prairie Stream and Sunken Hollow are all great dual basic types at about $2 a piece and can all be grabbed by Farseek, which you should definitely add if you add those three lands. Port Town, Choked Estuary, Fortified Village, Llanowar Wastes and Yavimaya Coast are all $1.50 lands that are solid. I would cut the vivids and evolving/terramorphic. Lastly I'd consider all applicable signets, or at the very least Simic Signet, as those are probably the colors you want fixing for most, but mainly you really want to be sure you have the colors for atraxa and this should all help
1 month ago
Hi Baka-Mangaka! I really like the deck you have here. I can honestly say that I've never seen a Momir Vig, Simic Visionary deck like this before, perhaps maybe because I rarely even get to play my deck too often. This deck is super fast and competitive and I have to commend you for it. Just having Altar of the Brood on the field can just win you games once you have your engine going. The only small things I would change is to put more multicolored creatures in the deck like Coiling Oracle or Thrasios, Triton Hero just in case you have trouble finding your Sleight of Mind effect cards. While you're at it, you could also throw in a Simic Signet or other ramp spells, but you already have a lot of creatures that do that for you so I can understand if you'd choose not to. My own Momir Vig, Simic Visionary deck is based around a board lock combo instead of vomiting value onto the battlefield. If you'd ever want to check out that deck to see more options for tuning this deck, you're more than welcome to do so anytime! Nice Job!
Commander / EDH
165 VIEWS | IN 2 FOLDERS
1 month ago
Good start, a few cards don't seem to fit the goal of the deck.
Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.
Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.
Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.
Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.
Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.
Abundant Growth - Great color fixing, but not ramp.
Luminarch Ascension - You might have enough protection to get this going, maybe.
Estrid, the Masked - She's still great protection for your Enchantments and your commander.
Wild Growth - 1 drop enchantment ramp
New Horizons - Color fixing, ramp, and some pump.
Sol Ring - Come on, Really? xD
Supreme Verdict - Just a good wipe.
One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)
Aura of Silence - more tax and can destroy something.
Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.