Simic Growth Chamber

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Simic Growth Chamber

Land

Simic Growth Chamber enters the battlefield tapped.

When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.

: Add .

Gidgetimer on How does Nissa, Who Shakes …

1 week ago

Nissa, Who Shakes the World has a triggered mana ability. The she makes is in addition to the mana made by the land. You will end up with after you tap Simic Growth Chamber for mana.

(I know that last part is worded a bit weirdly, it is because stuff like Mana Reflection exists and so technically you are still only tapping the Simic Growth Chamber for , but then the trigger is also adding .)

Be_Jamin on How does Nissa, Who Shakes …

1 week ago

The situation I am asking about is having Nissa, Who Shakes the World, a bounce land like Simic Growth Chamber, and Yavimaya, Cradle of Growth on the battlefield.

With Yavimaya, Cradle of Growth causing lands to be forests and Simic Growth Chamber tapping for a green and a blue, does Nissa, Who Shakes the World cause Simic Growth Chamber to tap for TWO green and a blue, or does Simic Growth Chamber simply gain the ability to tap for a single green?

jonjonhholt on That Simic Slime

1 week ago

I definitely agree that the counterspells feel out of place in the list. I think those are getting cut for more card selection/mill likely in the form of Otherworldly Gaze as its felt really good in testing. I think i could cut 2 slimes pretty easily but this is definitely meant to lean into the gimmick as much as possible so id like to avoid cutting any if i can. As for lands i think it could potentially use one or two more but you only ever need 3 mana and with the full set of Simic Growth Chamber, we hit 3 land drops pretty easily.

legendofa on Tap Lands

3 weeks ago

There are two main reasons I can see people using taplands.

First, they're generally very affordable. Some people can't or don't want to spend lots of money on their decks. Maybe they want to keep it below a certain budget, or they don't want to put in individual lands that are worth more than the rest of their deck combined.

Second, some do have some special utility. The Ravnica bounce lands, like Simic Growth Chamber, have a specific place in stuff like Cultivator Colossus combos and similar decks. Axgard Armory offers hard-to-counter tutoring, Hall of the Bandit Lord grants haste, Triomes are some of the most reliable color fixers not named Command Tower, and so on.

Yeah, taplands are slow, but they're cheap and easy to find, and there are plenty that do things besides make mana. They get outclassed quickly, but sometimes they're the right level of budget and utility for what a deck wants.

sergiodelrio on UG Land Screw

1 month ago

I think your Woodlot/skerry really want to be Simic Growth Chambers in this deck. You get to replay lands, which is what you want with your Explore effects anyway and they fix your colors.

Another land that combos nicely with Grazer is Crumbling Vestige, since it kinda etb untapped, but not sure how much sense that makes in this particular deck.

Nice brew, and happy brewing! +1

Balaam__ on Don't

4 months ago

This looks exponentially better than the original list, great job with trimming it down and refining it.

I didn’t see it mentioned in the comments, so I’ll chime in with a suggestion of my own: Unless I’m missing something, I don’t see any reason Simic Growth Chamber should be here. There are no Landfall mechanics at work, and without any viable reason to return a card to your hand it simply sets you back (despite SMC tapping for both . I’d replace it with a good fetch- or shockland if you own any. If not, any generic / tap land will suffice, as at least then you aren’t behind a land.

DreadKhan on Fear of The Deep

1 year ago

Here are a few ideas, maybe something will work for you?

One of my favorite cards in Tatyova is Oboro Breezecaller, this can easily be made mana positive, which makes it very easy to go infinite with Retreat to Coralhelm, or to just make mana for you (it helps if you can untap a land that taps for 2, be it Temple of the False God, Guildless Commons, Simic Growth Chamber, or Jungle Basin there are better lands but these untap fine. Another old favorite of mine is Soratami Mirror-Mage, this is also mana neutral at worst (1 mana per land to bounce), and you get to bounce a creature via it. For a bit more money (but you require Islands), you could try Flooded Shoreline, this card is bonkers if you can replay lands/count on hitting 2 Islands. Finally, Tatyova probably shouldn't leave home without Gush, even without Mystic Sanctuary shenanigans it's still a very strong draw spell.

I could be wrong, but I feel like Gretchen Titchwillow is a better card than Zimone? Both are decent fits, but it's very hard to combo off with Zimone in my experience as the lands enter tapped, Gretchen lets you use spare mana to ramp/draw cards at the same time. I think you could easily justify both if you wanted.

At the moment Crop Rotation is pretty cheap, it's a very good card in Tatyova, if you replace a land with a 2 mana land like Temple of the False God you actually ramp yourself (right away with Temple).

Stone-Seeder Hierophant is a really good version of Lotus Cobra if you have lands that tap for more than 1, but it's also another budget Lotus Cobra either way. This card is much better on a higher budget (with stuff like Ashaya, Soul of the Wild especially, or Lotus Field/Lotus Vale), but it should do work here too.

A few more budget fetchlands you could run include Bant Panorama, Terminal Moraine, and Warped Landscape, any of these enters untapped and can find whatever land you want if you have nothing better to do with your resources.

If you've got a lot of lands (and tend to put out some tokens, but not an infinite number), The Great Aurora offers a weird-but-useful board wipe option. As long as you've got a decent board (and run more lands), you'll get enough lands that you aren't hurt very much, spikier decks that are thin on lands get hurt badly, while decks with too many tokens just draw themselves to death.

As Tatyova decks tend to have a fair bit of mana, you might look at Curse of the Swine, and/or Mass Manipulation. Another bigger mana card that can do a huge amount of stuff (almost anything you need really) is Primal Command, I use that and Elixir of Immortality to recycle my graveyard, but I tend to end up in infinite loops pretty easily, so YMMV without strong discard outlets like Mind Over Matter.

If you want a high budget card that has ridiculous synergy, you might take a look at the aforementioned Ashaya, Soul of the Wild, this makes all your creatures into lands, meaning any non-token creature that ETBs will draw you a card, but it also forms various combos. It's hard to find a card that Tatyova wants more in my experience.

It was mentioned already, but 40 lands isn't exactly a ton in Tatyova, you've also got a lot of creatures that benefit from having extra lands in hand. At 40 lands you are at a real risk of missing your 5th land drop, let alone your 6th to draw a card. I run 45, and I often feel like I should run more (keep in mind, at 45 lands you still only 'expect' to have 3.2 lands, so if you have even 1 less than normal you almost certainly have to mulligan, 40 means even more mulligans). In my experience, many ramp spells that normally are worthwhile just aren't in Tatyova when you could just run a land instead (and not have to pay mana for your land drop).

Logics on Fear of The Deep

1 year ago

From a fellow landfall player, I would definitely play more than 40 lands. Sakura-Tribe Scout is almost assuredly on your radar, but being almost 2 dollars I could see how you'd skip it for a budget list. I think it's definitely worth it though. Brokers Hideout is another fetchland for the deck with you having the option to play the whole cycle if you really want for double landfall triggers. Ghost Quarter is also great for dealing with opponent's powerful lands, but can also be an extra landfall trigger in a pinch.

Also, Meloku the Clouded Mirror (and an untaped land) or Simic Growth Chamber + Retreat to Coralhelm + a creature that taps to put a land in + your commander let's you draw your entire deck, which can help you win out of nowhere if you didn't notice that on deck building. Anyway, hope some of this helps!

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