|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Rare|
|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
|2012 Core Set||Rare|
Combos Browse all
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.
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Solemn Simulacrum Discussion
1 day ago
Hello, I love your take, a deck playing Mana Tithe ? take my pvote sir.
On a more serious note, burn is usually based on killing your opponent as fast as possible.
Elesh Norn, Grand Cenobite is pretty much unplayable in modern, CMC is way too high.
Balefire Liege on paper sounds really good, but keep in mind that most decks use removal and since you have a really really low creature count, chances are they are going to have removal at their disposal. But I could still see it work with some effort. Thunderbreak Regent seems better overall.
while Solemn Simulacrum is great, This deck scream Aggro, so I'm not sure if it belongs here.
Since you are running soulfire granmaster, I don't see a reason to not run 4x Lightning Bolt
Path to Exile could replace oblivion ring. leaving mana open for more burn.
ALso, Skullcrack if you're running against lifegain is always nice.
hope this helps! :)
2 days ago
I'd also strongly suggest you remove some lands and add in more ramp instead. The average in EDH is 36-38 lands, otherwise you tend to end up mana-flooded. I know you have a high cost commander, but more lands doesn't mean she gets out faster, and at 1 land per turn, having her out on turn 8 is a bit late.
Mana ramp I would add:
Wayfarer's Bauble: One of the best early game land-ramp cards you can get outside of green. Land-ramp is the best form of ramp as it is far more permanent than mana rocks, which are easily and often removed. (Also, Wayfarer's Bauble forms somewhat of a limited combo with Emeria Shepherd
Knight of the White Orchid: You're playing mono-white. Someone will always have more land than you. You may not be able to play him turn two, but turn three you can always play him before your land for turn, guaranteeing your ramp.
Burnished Hart: Two lands. Definitely a good ramp card to get your commander out early.
Coalition Relic: This is a fantastic mana rock. Tap it every turn for the charge counter, and it provides one mana of any color per turn. But on the turn you need to summon Avacyn, you can use the charge counter and then tap it for mana to net 2 off of it, getting her out one turn early.
Just these 5 ramp cards alone would put you at 37 lands, dead center of the average, and would greatly accelerate your commander cast time.
If you're insterested, I also run an Avacyn deck, if you wanna check it out.
2 days ago
Threaten are all effects of "Gain control of target creature until end of turn". It comes from the card Threaten just as we call Wrath any form of mass removal because of Wrath of God. Those cards use too much space for what you can already get with Memnarch. It would be just better to use those slots to add draw engines and tutors.
The turn you cast Braids, it will help all of your opponents before your turn to drop something with her. Most of the time, when I see her, one person gets to use her ability and then she dies before her controller gets to his or her turn. If you curve well with your ramp, you'll not need her for your big drops. If you want to speed things up, replace her with Arcum Dagsson, Muzzio, Visionary Architect or Copper Gnomes.
There are tons of cheap mana rocks: Sky Diamond, Coldsteel Heart, Mind Stone, Star Compass, Fellwar Stone, Everflowing Chalice, Thought Vessel, Solemn Simulacrum, Vedalken Engineer, Foundry Inspector, Etherium Sculptor and Chief Engineer, just to name a few.
2 days ago
I think you overestimate Elder Deep-Fiend. Playing a 5/6 creature rarely ends a game in modern. I mean... Primeval Titan is in the format. And so many other, strong creatures. And they can be played early, through various means, without that being particularly broken. So your turn 4 Elder Deep-Fiend is nice, but not something outstanding, and if a deck has a plan (whether sideboard or mainboard) against big creatures, it can be used against Elder Deep-Fiend.
Problem: deep-fiend is card disadvantage. You have to give up another creature to play it. You gain a tempo-advantage in return. Sometimes it's mostly like a timewalk (that could be good against various tron-decks; turn 4, their upkeep, tap 3 lands). But you could also look to creatures with abilities, that trigger when they leave the battlefield, like Solemn Simulacrum, to get over the card-disadvantage.
2 days ago
There's is a disturbing lack of Ashnod's Altar in this deck. Skullclamp as well.Lotus Petal is not super amazing in commander, if your not resurrecting in an insane way, it's ramp is near meaningless outside storm or combo decks.
Solemn Simulacrum is a staple in commander but it's even better in sacrifice strats.
It looks like your deck is focusing alot on big bomb creatures, but lacks a ton of utility or ramp, and running less than 35-36 land with such a high curve and little ramp can be a big risk, but that's just me.
There' afew other things for utility in sac builds I could suggest, a big thing is protection equipments for teneb. Two is nice, three or four is optimal. Also it seems your deck, not including maybe board is 101 cards.
2 days ago
5 days ago
Hey, I like the deck idea.
Just a few suggestions:instead of Turn Against, which costs 5, there are plenty of "gain control until end of turn" options. My favs are Kari Zev's Expertise (although it is less impactful in EDH), Grab the Reins, and Act of Aggression.
Instead of vigilante of justice, i'd add in more ramp/draw in the form of Solemn Simulacrum
Kari Zev, Skyship Raider has synergy with your general (although she is probably more for fun than function)
5 days ago
not totally sure what you feel like doing with your deck so I can't make too many suggestions about the deck other than probably cutting some lands for other cards and adding in more mana ramp since you have pretty much none, mana ramp is a bit hard in a deck that doesn't use green but there are some options
i think you could replace Sigil of the Empty Throne with Angelic Accord since your deck is to gain life, it sort of utilizes it. You could also use an Archangel of Thune to weaponize lifegain, or use the Sanguine Bond +Exquisite Blood combo it might not be friendly but it isn't that bad
you could add in tutors:Demonic Tutor, Vampiric Tutor, Diabolic Tutor, Beseech the Queen is a decent card for 3 mana mid game Sorin, Grim Nemesis is fairly good here i'd think but better if it hits a higher cost card, i dont think he'd live long enough to pump enough value out though.
not very easy on the wallet but solid rock here: Mana Crypt
Any color ones: Manalith, Commander's Sphere, Darksteel Ingot, Doubling Cube(doubles all the Mana you have for 2), Cryptolith Fragment Flip(doesnt really flip though), Corrupted Grafstone, Gilded Lotus, Fellwar Stone