Sylvok Replica

Legality

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

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common

Combos Browse all

Sylvok Replica

Artifact Creature — Shaman

, Sacrifice Sylvok Replica: Destroy target artifact or enchantment.

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Sylvok Replica Discussion

enpc on Just Stay Dead

2 weeks ago

StopShot: Sorry about the delayed response. I appreciate the thought that went into the comment and wanted to respond in kind.

So to start off (and I will bounce around with your suggestions to group them by function a bit) I will cover Kami of False Hope. I run Spore Frog as a bit of a niche card, but generally I don't deal much with combat decks. It's in there on the odd chance that I do, but most of my meta is full of infinite combo and I don't want to take up extra card spaces for a card which isn't going to add much value 99% of the time. Generally I can win faster than most beatdown decks can assemble and if I see them coming I can either use Yisan, GSZ, Chord or any other creature tutor to get frog. On the topic of Maze of Ith, I'm not overly a fan of the card personally. It's ok but I play a lot of combo and agin don't play against beatdown decks. It's ok in pillowfort lists, but I would rather a land that taps for mana. In this light, Urban Burgeoning isn't great, but if I ran it I would prioritise it on lands like Mikokoro, Center of the Sea or Gaea's Cradle. Don't get me worng, it's not a bad interaction, but it just feels like a lot of effort for not much value. And I would much rather find Skullclamp with Open the Armory. Divine Presence and Ensnaring Bridge kind if fit into the same category here, it's a lot of combat step prvention where my play group doesn't need it and more than that, most combo decks will have either an out that doesn't require attacking or an out that ends up with me having no permanents on the board, only to connect next turn.

There is always an issue with playing pillowfort cards in that they are proactive cards, but they only really stop an opponent from doing stuff to you. This means that you're expending resources on cards that don't in turn actively slow opponents down the way true stax would, which is not a plce you want to be in, For more casual play this is fine, but for games which the deck is designed for it is just a waste of turns and resources.

Authority of the Consuls is an interesting card. it is good at shuitting down a few combos, but it feels a bit too niche in this particular build. If this was a more staxcy build it would probably be quite at home here, however as a singleton stax card I would prefer Blind Obedience as I can use it as a combo outlet as well.

On the point of wraths, it's the same kind of thing as with Kami of False Hope. I don't want to clutter up my hand with a bunch of removal (especially redundant removal) that also puts me back a heap. I would rather run a bunch of cheap, single point removal which I can use to deal with key threats than to clear the board (whcih can lead to an opponent comboing out of the blue). Because sometimes stax cards are better in play, shutting down my opponent. And I like Wrath of God because it's a cheap catch all. Cards like Slaughter the Strong and Citywide Bust are nice because of their cost, however they miss a lot of key creatures. In more competitive games, the majority of creatures you see are a lot smaller (because larger creatures generally have prohibitive mana costs) and if you're going to the effort of wrathing you would rather just hit everything. I used to run Rout before I ran Wrath of God and while it is more expensive than Day of Judgment I think it would be my next goto, especially since it has instant speed mode which is in a lot of ways more valuable than just a second wrath.

For spot removal, you're right in that swords and path play centre stage. I have tried to run primarily instant speed removal to deal with other combo decks/being able to wait to the last second to break free and combo out myself. Darksteel Mutation isn't bad but my problem with it is slot space. I run Song of the Dryads which is basically a better version under most circumstances (as it hits more). If I needed more removal, mutation is the kind of card which could work its way into the deck however I do need to be careful not to flood the deck with removal (for the same reason as with pillowfort cards). Soul Snare and Condemn are both cheap to cast, however they only work when a creature is attacking. That is enough of a drawback to not run them.

I used to run Qasali Pridemage but in this list I cut it for Caustic Caterpillar. While you need to have 2 open for caterpillar, you can fetch it on turn one with Yisan, the Wanderer Bard which is super good. Don't get me wrong though, if I ever need more artifact/enchantment removal, it will be the first card to go back in. Seal of Cleansing and Seal of Primordium are less good versions of pridemage (creatures are easy to find) and Thrashing Brontodon/Sylvok Replica, while good, are too expensive as you spend 4 mana total to remove something.

I've seen the Scroll Rack + Land Tax combo before and have considered it in the past, but ultimately passed up on it. My problem with the combo is that neither of the pieces provide the card advantage the deck needs separately and while together they are quite strong, the deck lacks the ability to assemble said combo. On top of that, any artifact/enchantment tutors are better suited getting me direct win con lines rather than assembling value pieces. And while I can shuffle my deck with fetch lands, it's still not as consistent as you might think. Blinkmoth Nexus + Mask of Memory is a cute little package, however I have tried to focus on raw card advantage (i.e. cards that outright draw cards). And the value engines I do run are based off individual cards which add enough to the deck outside of those loops. Mirri's Guile has caught my attention on occasion, however ultimately I decided against it since it doesn't actually provide card advantage. And Sylvan Library and Sensei's Divining Top are bother better.

I hope this explains the card choices in the deck and while I have avoided running certain pieces. Don't get me wrong, the cards you have suggested aren't bad and some of the cards and card combos you've mentioned I might commandeer for some other decks (I like the Mask of Memory + Blinkmoth Nexus loop for canadian highlander) however for this particluar list and given my playgroup I have to be very specific on choices. But I appreciate the suggestions, they always force me to evaluate the deck and the particular choices I have made for it.

Grandmaster5327: I'm glad you like the list. The core of the deck isn't too expensive (minus the Phyrexian Altar) however a lot of the cost is sunk in the mana base and some specific cards (Survival of the Fittest, Mana Crypt, etc.). If you replaced these with some omre budget options, the overall price could be brought down much lower. While I haven't specifically put together a budget list, I am confident that you could get the deck down to the $300-$400 mark, which is a 5-6 fold reduction in price.

StopShot on Just Stay Dead

3 weeks ago

Hello, I saw your deck and I was intrigued by it. I particularly make removal a big focus of my main commander deck and I might be able to help you with that as well as other suggestions if you don't mind.

First off I think there are some easy duplicate effects you could be running in this deck. I notice you are running Spore Frog, but have you ever considered running Kami of False Hope as well? It's essentially the same card and another fog effect can help out quite a bit. Another other card you can run is Day of Judgment. I run it along side Wrath of God and the downside of allowing creatures to regenerate is so negligible that it's practically one and the same.

If you are ever in need of another decent board-wipe I'd recommend Slaughter the Strong. I feel a lot of commander players underrate this card, but it does the two things every boardwipe should do and that's stop go-wide strategies and go-big strategies. Sure allowing your opponents to leave up to 4 power on the board doesn't remove everything, but it sure as heck keeps you from dying due to combat any time soon. Also never underestimate the usefulness of boardwipes that cause creatures to be sacrificed as they remove indestructible creatures unlike your traditional Wrath of God. Citywide Bust is another honorable mention and though my biggest gripe is it doesn't stop a lot of token decks it can remove a lot of key commanders that the other wipe might fail to like Brago, King Eternal, Doran, the Siege Tower, Nekusar, the Mindrazer, and Zur the Enchanter. I'd give both those wipes some consideration based on your meta, but Day of Judgment definitely deserves a slot if you find Wrath of God useful.

While wipes are good I find they work best if you can throw in effects that practically turn off big creatures. If I'm playing a deck that doesn't care much for my combat step Ensnaring Bridge and Divine Presence are miracle workers. Before them I'd always feel inclined to slap down a board-wipe if ever my opponent played a big enough creature that could take me out in one swing. These cards let you hold onto prime removal longer so that you can use them at a time that might be much more dearly needed.

Lastly, before I move on I do want to say Authority of the Consuls is a very superb card. The two abilities together for just one mana allow you an extra turn to answer all hasty-threats, provides an effective edge against creature spam decks, but most importantly this card has easily shut down more than half of the infinite combo decks that I usually come into contact with. Goblin Bombardment, Blood Artist, Kiki-Jiki, Mirror Breaker, Prossh, Skyraider of Kher, and plenty of other lesser known yet still as deadly synergies all tend to badly need an answer for this card which has helped me overtake games I would have otherwise failed to win without its inclusion. This card is definitely a swiss army knife when it comes to keeping yourself in the game longer as it practically counters a sizeable variety of explosive plays.

As for creature spot-removal you're a bit limited due to your colors as Path to Exile and Swords to Plowshares make any recommendation vastly inferior in comparison. That said being less than a very powerful effect doesn't mean your options are bad on their own. Darksteel Mutation is a particularly evil card in this format, while you can use it to answer any creature you don't like, if you place it on someone else's commander they effectively lose it forever if they don't have enchantment hate or a sacrifice effect. Most cases removal leads to your opponent putting their commander back in the command zone, but this by-passes that and unlike Pacifism/Temporal Isolation they can't rely on a boardwipe to fix the problem either. Also if needed you can enchant one of your own creatures to have it double as an all-star chump-blocker if needed. Another option is Declaration in Stone and while sorcery speed and costing one more mana than a Path to Exile definitely doesn't sound too good in comparison, it is still an unconditional exile effect that can also be used to hose a token army if needed. Lastly there's Soul Snare while most people may prefer Condemn which is another useful card to consider, Soul Snare is useful in the fact that all your opponents see and know about its existence in advance. Let me clarify why that's beneficial. If the game is steady with no one in the lead and everyone's got their big stompy creatures out it's pretty hard to attack someone if they know you can remove it. With most cases your opponent's usually wager an attack on the factor of if you have removal. I have had games with the Soul Snare out where none of my opponents wanted to be the person to willingly throw a valuable creature away, and because of this I had effectively kept the entire table in check with a single spot removal spell, which is kind of funny really. That said it is still conditional removal which doesn't hold up well against creature-based infinite combos or Lightning Greaves or politics like when the group decides to team up against you, but for one mana you're still setting quite an impact on the board even if it never ends up being used. In conclusion these spot removal spells do have their flaws so don't take them as auto-includes but rather as cards to consider based on their merits.

Lastly there's artifact and enchantment removal. Before I start I think and feel that the Qasali Pridemage makes for a much better inclusion than the Caustic Caterpillar. While they cost the same amount of mana to generate the same effect the Pridemage only requires you to hold one mana up to use it whereas the Caterpillar requires two mana which is a bit clunkier to hold up if you ever need instant speed removal. Also you can Skullclamp the Pridemage for extra effect whereas the Catapillar does not grant you both options at the same time. I'd only run the Caterpillar if you have inconsistencies getting white mana in your deck and even then I think I'd rather run cards like Sylvok Replica and Thrashing Brontodon just because of their cheaper activation cost and also because of their synergy with Skullclamp. While I feel the Pridemage should definitely be looked at again I feel that any deck that has the colors to run Seal of Cleansing and Seal of Primordium should absolutely run these cards. If you're ever against a blue deck that runs counter-spells you can play these cards in advance preferably at a time when those kinds of decks don't have a need to hold up counter-spell mana. If these seals successfully resolve your opponents counter-spells can no longer touch them. I can say with confidence that the blue combo decks I run these against hate these cards with an absolute passion and just like the Soul Snare effect one seal can potentially keep the entire table at check, but unlike the Soul Snare the seals work far better because their targets are unconditional and you can sacrifice them for free which means you can feel a lot safer if you need to spend a turn tapped out on mana. They are a near equivalent to a zero mana uncounterable Naturalize or Disenchant when used preemptively, and best of all I use them effectively as counter-spell bait on turns I plan to combo-out on, because they are so cheap to cast and can be very necessary to counter due to their impact. (Do keep in mind you don't even need to target anything when casting them, so your opponent always has to presume the worst.) And if you ever run against a deck that runs Contamination you'll be more than glad you have these cards if you're able to play one before hand. I can not overstate the usefulness of these cards.

That's it for removal, but I definitely relate with you on how there can be a lot of inconsistencies with running just white and green. There's two draw engines however that I run in my deck, and I think they could be quite strong in your deck as well. The first one is Land Tax + Scroll Rack. The point of this synergy is with Land Tax you put three basic lands from your library into your hand and then with Scroll Rack you exchange those basic lands and whatever dead cards that are in your hand for new cards off the top of your library. Then when your next turn rolls around Land Tax can put those three lands back in your hand so you don't end up top-decking them. Think of it like playing an Ancestral Recall every turn. Even if you run out of basic lands Land Tax let's you still shuffle your deck every turn so you never have to top-deck anything you Scroll Rack away which is helpful and both cards are particularly strong by themselves, especially Scroll Rack since you run quite a number of fetch-lands to shuffle your library with. (You could replace Tectonic Edge with Ghost Quarter if you'd like to run another land that can shuffle your deck.)

The other draw engine uses Blinkmoth Nexus and Mask of Memory. This is fairly straightforward as you animate the land, equip it and easily connect to gain some card advantage. It's not impressive, but over a span of turns it can help out a lot and using a man-land means you don't have to worry about it getting removed by sorcery speed boardwipes either. I also run Inkmoth Nexus just out of consistency and if you throw in a Smuggler's Copter you can effectively max out the number of cards you draw per turn though the initial draw engine should work fine as it is. (Also both Nexus cards work as good chump blockers if you ever desperately need a chump blocker. Also they work really well if you have both Skullclamp and Crucible of Worlds in play.)

Lastly while it's not a draw engine you may want to include Mirri's Guile as it can also improve deck's consistency, and if you pair it with any effects that shuffle your deck you can effectively remove dead-draws as well. This card along with your Sylvan Library would probably pair excellently with shuffle engines such as Land Tax as well as your Crucible of Worlds which can recur your fetchlands.

I hope my suggestions were of use to you, and I apologize if this came out as a word wall. Also if you don't mind me asking I'd like to know your thoughts on Maze of Ith? I run it in my deck along with Deserted Temple for added effect, but often I switch back and forth on whether to cut it or not. That said running a Maze of Ith with Urban Burgeoning seems particularly good especially if you ever run Open the Armory which can fetch the aura. I'd like to hear your thoughts on it though.

Warpath251 on The Sunseeker's Machine

1 month ago

@bushido_man96: Some good arguments dude.

I still prefer the Herald of Anguish. By the time he comes out we should have no problems paying the for his removal ability. Activate it twice and most things on the board should be gome by then.

Recurrable value, that's what I like. Cards that are 99% useless in most decks, but shine in this deck. I mean honestly, what other deck would ever run Sylvok Replica and Moriok Replica? But once you can repeat them, that's when they become interesting. Same with the Glissa Doomblade Engine that is Executioner's Capsule. Pure Value.

Edict creatures... you are starting to persuade me. I run Temur Sabertooth in my Yasova Dragonclaw deck as both removal and protection tool. It is good there, but mana intensive.

Erratic Portal however... I like the ability to target any player with this. Either to help them or to remove a pesky Wonder out of a graveyard. Great political tool. Still, quite mana intensive and a one-time-per-turn ability... I am not sure about it.

Om another note, I am having doubts as to swap Treasure Keeper (which I consider to be a filler card) with Verdurous Gearhulk. Recurring the gearhulk whilst stacking counters on Glissa or Wurmcoil Engine seems like a heavenly dream... I wonder if it's doable however. Any thoughts on this?

passascats on (Kinda) Colorless Animar

2 months ago

Don't know what you want your wincon to be, but if you want to combo at all Cloudstone Curio and Ancestral Statue are really good.
Skyscanner and Sandstone Oracle are good card draw options with the above combo cards.
Sylvok Replica could be a removal option, but I don't know how repeatable it could be.
Good Luck!!

YaminoNakani on Animar

3 months ago

Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.

Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.

Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. Draw cards to allow us to do 1 through 4.

Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.

Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.

Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.

Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)

Unnecessary on a computer, very helpful on a phone.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- Zhur-Taa Druid creature ramp & burn. $

- Bloom Tender creature ramp. !$!

- Coiling Oracle ramp or card draw. $

- Cyclonic Rift removal or 1-sided board wipe. $$$$

- Explore ramp and card Draw. $

- Den Protector cast for free with morph and surprise Regrowth. $

- Sakura-Tribe Elder creature ramp and color fix. $$

- Sylvan Caryatid creature ramp and color fix. $$

- Beastcaller Savant creature ramp and color fix. $$

- Kiora's Follower creature ramp or vigilance on a stick. $

- Rattleclaw Mystic creature ramp and color fix. $

- Walking Atlas potentially free creature ramp. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- Lightning Greaves Protection and quick haste for a large creature. $$

- Spellskite For those , & removals. $$$

- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- Sage of Fables Emergency card draw. $$

- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $

- Guided Passage One of the best card draw and pick your poison spells ever. $$

- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- Solemn Simulacrum Free ramp, chump blocker and card draw. $$

- Faerie Artisans It doesn't look like much, this is card can get crazy. $$

- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$

- Consecrated Sphinx All the card draw. $$$

- Deadwood Treefolk Repeatable creature recusion. $

- Steel Hellkite Situational, but very deadily against token decks. $

- Great Oak Guardian Great, quick surprise block when tapped out. $

- Pathbreaker Ibex Quick, game ender. $$

- Thunderfoot Baloth Setup for getting past defenses. $$

- Scourge of the Throne Depending on the situation, can be deadly. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

Lord_Olga on Deathtouch Abuse

3 months ago

Scion_of_Darkness

Executioner's Capsule would be nice to be able to return, but I just can’t get past that “nonblack” condition.

Sylvok Replica feels like a distraction, but I’ll think about it.

Mindslaver tooooo expensive.

Nemesis Mask This one I’ll really consider. The permenance is really nice, however, the draw back is that it’s much slower to use. Definitely will think about it though.

The last two, I’m not really looking for board wipes. I’m looking for ways to take advantage of Deathtouch. Those sort of have a Deathtouchy thing going on, but the trade offs are probably too much. Dead-Iron Sledge will kill whatever it’s attached to, and Engulfing Slagwurm is just too much mana.

lewj on Muldrotha

4 months ago

I think you should have more artifacts and enchantments which can be abused with Muldrotha to fully get the most out of his ability Seal of Doom, Pernicious Deed, Khalni Heart Expedition, Executioner's Capsule, Sylvok Replica, Nevinyrral's Disk, Moriok Replica, Commander's Sphere, Harvester of Souls seems good to just draw a bunch. In this type of deck, I feel that the ability to self-sacrifice is crucial because your sac outlets will be targeted especially since you don't have too many. The Mending of Dominaria could be fun with a bit more self-mill, along with other sagas like The Eldest Reborn. Spore Frog is sweet, maybe throw in Altar of Dementia. The other check lands are cheap if you don't have them. Definitely put in cycling lands, there is the dimir one from amonkhet but also the ones that cycle for 1 mana of a specific color.

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