|Commander / EDH||Legal|
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|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|
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Simic Signet Discussion
2 days ago
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.
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.
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.
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.
Zameck Guildmage: probably too slow.
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.
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:
- Gyre Sage
- Walking Ballista
- Managorger Hydra
- Rishkar, Peema Renegade
- Champion of Lambholt
- Herald of Secret Streams
- Spike Weaver
- Deepglow Skate
- Acidic Slime
- Kalonian Hydra
Hope this helps :)
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).
1 week ago
Hi, I have a very similar elf focused Ezuri deck you might want to check out
Commander / EDH
SCORE: 2 | 44 VIEWS | IN 1 FOLDER
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.
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.
1 week ago
Think of Mario saying "Here we go!"
Yavimaya Coast, Simic Growth Chamber, Breeding Pool, Alchemist's Refuge, Lumbering Falls, Novijen, Heart of Progress, Oran-Rief, the Vastwood, Botanical Sanctum, Path of Ancestry, Terramorphic Expanse, Flooded Grove, Misty Rainforest
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.
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.
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