Solemn Simulacrum

Legality

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

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Duel Decks: Elves vs. Inventors (DDU) None
Commander 2016 (C16) Rare
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Commander 2015 (C15) Rare
Commander 2014 (C14) Rare
2012 Core Set (M12) Rare
MTG: Commander (CMD) Rare
Mirrodin (MRD) Rare

Combos Browse all

Solemn Simulacrum

Artifact Creature — Golem

When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.

When Solemn Simulacrum dies, you may draw a card.

Solemn Simulacrum Discussion

JXB on Bugs, Bugs, Bugs

1 day ago

Zulaport Cutthroat Is empirically better than Vindictive Vampire , Go for the Throat is stronger than Walk the Plank or Victim of the night. Solemn Simulacrum , Wood Elves , Merciless Executioner , and Reaper of the Wilds are really useful, and any repeatable graveyard recursion are really needed.

heyzeus_ on Angels are Devils

2 days ago

Yeah, Shalai is illegal in mono white. Commander uses something called color identity when determining a card's legality, which includes any colored symbol showing up on the card in addition to the card's color. For example, Alesha Who Smiles At Death is a 3 color commander, not 1.

Considering how high your curve is, I'd say you need a lot more lands and ramp spells, probably like another 5 lands and another 8-10 ramp spells. I just tried the Playtest button with the deck as is, and I hit an angel on curve only once out of five times. I'd highly recommend starting your cuts at the top of the curve - kill two birds with one stone. Other cards to consider cutting are ones that don't totally synergize with your game plan. Additionally, you may want to consider changing up your removal to cheaper and more universal effects. Specifically, here's what I would change:

Ramp I'd recommend: Sol Ring , Smothering Tithe , Nykthos, Shrine to Nyx which is also a land, Caged Sun , Sword of the Animist , Oketra's Monument , Burnished Hart , Solemn Simulacrum , Mind Stone , Thought Vessel , Fellwar Stone , Thran Dynamo , Worn Powerstone , Mana Vault / Mana Crypt if you're made of money, Hedron Archive , Everflowing Chalice , Prismatic Lens , Boreas Charger

Lands I'd recommend: Nykthos, Isolated Watchtower , Emeria, The Sky Ruin , Land Tax (basically land), Homeward Path , Secluded Steppe , Rogue's Passage , Arcane Lighthouse , Cathedral of War

Removal I'd recommend: Swords to Plowshares , Path to Exile , Return to Dust , Crush Contraband , Disenchant , Darksteel Mutation (excellent for commanders!), Abolish and although not technically removal you should definitely run Mana Tithe .

Cards I'd recommend removing from your deck: Danitha Capshen, Baird, Angelic Chorus, Oketra's Last Mercy, Immolating Glare, Reprisal, Invoke the Divine, Helm of the Host, Angelheart Vial. These ones don't do enough for their mana, are worse versions of other cards, or don't match your game plan. After that start cutting from the top of your angel curve.

I didn't see a budget posted so some of these cards can be pricey, but hopefully that helps!

multimedia on Teysa

2 days ago

Hey, this is a good start. For upgrades consider adding more cards that give you repeatable value when creatures die especially draw?

One of the best upgrades to consider is Skullclamp . This card is amazing with Teysa and tokens because when the equipped creature dies you draw four cards, yes four cards. There's a large amount of low mana cost creatures who create a token when they die; with Teysa they create two or more tokens. These cards give you three or more possible creatures to equip Skullclamp too.

Doomed Traveler for example can draw 12 cards, three different equips for 3-5 mana depending on if you already have Skullclamp/Traveler on the battlefield or not. You already have Elenda and she's the kind of token value you want when creatures die or when she dies. Other cards that can be repeatable draw when creatures die are Dark Prophecy , Grim Haruspex and Midnight Reaper . Prophecy triggers when tokens die.

Cards to consider adding:

Reveillark (Lark) + Karmic Guide + no mana cost sac outlet (Ashnod, Dementia, Seer, Feeder, etc.) is an infinite combo that includes a infinite dies loop (Lark and Karmic loop each other). Lark is a great card with Teysa because if it leaves the battlefield as a result of it dying (evoking it, being saced, being killed by opponent, dies in combat) then it will trigger Teysa or other cards dies abilities. With Teysa if it does die you can reanimate four creatures with power 2 or less instead of two, but you don't actually need Teysa to combo with Lark.

This combo is powerful with Cutthroat and Artist since then it's also a win condition. It's also a win condition with Dementia as the sac outlet by milling all your opponents decks. Ashnods makes unlimited colorless mana. Solemn you draw your deck and put all your basic lands onto the battlefield. There's many other cards you can add that do different infinite effects with this combo. What's great about Lark and Karmic is they're good cards with or without the combo.


Cards to consider cutting:

  • Ancient Stone Idol
  • Aryel, Knight of Windgrace
  • Knight of Sorrows
  • Laquatus's Champion
  • Pitiless Pontiff
  • Priest of Forgotten Gods
  • Death's-Head Buzzard
  • Sangromancer
  • Black Cat
  • Gleaming Barrier
  • Butcher of Malakir
  • Whisper, Blood Liturgist
  • Dowsing Dagger
  • Bankrupt in Blood
  • Revival / Revenge
  • Exquisite Blood
  • Sanguine Bond

Good luck with your deck.


multimedia on Prossh, god of idk

3 days ago

Hey, good start. The budget is $500? It's not even at total $200 yet :)

My suggestions are to finish the manabase and improve the overall mana with additional mana sources. Budget ($5 or less each) cards to consider adding:

Cards to consider cutting/upgrading:

  • Golgari Rot Farm
  • Gruul Turf
  • Rakdos Carnarium
  • Evolving Wilds
  • Barren Moor
  • Forgotten Cave
  • Tranquil Thicket
  • Rampant Growth
  • Circuitous Route
  • Golgari Locket
  • Naturalize
  • Murder
  • Victim of Night
  • Trumpet Blast
  • Bone Shredder
  • Scourge Devil

Good luck with your deck.


multimedia on Riku of Two Reflections

3 days ago

Hey, saw your forum topic asking for help.

My suggestions are to improve the manabase and overall mana production. There's several budget lands that can be added. When playing three or more colors focusing on making the manabase good is just as important as the rest of the cards in the deck. You've been playing this deck for five months and haven't had a Command Tower ? The avg. CMC here is 4.0 that's high with only 33 lands. Consider cutting several high mana cost cards for more one/two/three drop mana sources?

Lands ($4 or less each) to consider adding:

Additional mana sources to consider:

Cards to consider cutting:

  • Simic Guildgate
  • Temple of the False God
  • Simic Growth Chamber
  • Desolation Twin
  • Swarm Intelligence
  • Mind's Dilation
  • Spelljack
  • Niv-Mizzet, the Firemind
  • Intet, the Dreamer
  • Samut, the Tested
  • Core Prowler

Good luck with your deck.


Jaecen on Animar Sec

4 days ago

Card Categorization

I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar

The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.

Strategy

There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.

The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:

  • Animar only decreases colorless costs
  • Animar only cares about creatures
  • Animar only cares about casting creatures

Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.

Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.

Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.

To best abuse Animar, we want:

  • Many creatures across a range of mid to high colorless costs
  • As many of those creatures in our hand as possible
  • An many +1/+1 counters on Animar as soon as possible
  • A means to make Animar unblockable

The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.

Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.

Abusable Colorless Creatures:

Repeatable Bounce:

Synergies:

Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

Changes to the Existing Cards

I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.

Cards that seem particularly problematic:

  • Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
  • Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
  • Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
  • Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
  • Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
  • Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).

multimedia on Teysa Karlov

5 days ago

Hey, very nice first draft.

Skullclamp is busted with Teysa and creatures who give you tokens when they die. Most of my suggestions are to get more out of Skullclamp. They will also help to decrease the avg. CMC which is high at 3.5. A creature who creates token when it ETB or dies combos with Altar + Deathmantle to give you unlimited die triggers and tokens.

Lands:

Cards to consider cutting. All cards here are good, but some are redundant, have a high CMC or can be upgraded:

  • Orzhov Locket
  • Boreas Charger
  • Priest of Forgotten Gods
  • Mortify
  • Utter End
  • Yosei, the Morning Star
  • Butcher of Malakir
  • Harvester of Souls
  • Ogre Slumlord
  • Sifter of Skulls
  • Sadistic Hypnotist
  • Kaya's Wrath

Good luck with your deck.


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Solemn Simulacrum occurrence in decks from the last year

Modern:

All decks: 0.07%

Blue: 0.29%

Commander / EDH:

All decks: 2.82%

Black: 5.87%

White: 1.57%

Green: 0.2%

Red: 8.09%

Blue: 1.1%

Golgari: 3.24%

W/B (Orzhov): 2.35%

Rakdos: 3.7%

W/U (Azorius): 0.74%

G/U (Simic): 0.41%

U/B (Dimir): 0.47%

RW (Boros): 0.98%

U/R (Izzet): 0.38%

RG (Gruul): 0.11%

GW (Selesnya): 0.07%

BRG (Jund): 0.52%

RBW (Mardu): 0.51%

W/U/B (Esper): 1.18%

GWU (Bant): 0.2%

RGW (Naya): 0.09%

BUG (Sultai): 1.05%

RUG (Temur): 0.97%

U/B/R (Grixis): 0.49%

BGW (Abzan, Junk): 0.19%