Dimir Signet

Dimir Signet

Artifact

, : Gain .

Latest Decks as Commander

Dimir Signet Discussion

Mtg_Mega_Nerds on Lazav Light Mill Deck

2 days ago

Add Glimpse the Unthinkable and Maddening Cacophony for some large mill. Add better counterspells like Counterspell , Didn't Say Please , Disallow and Thought Collapse . Take out Bone to Ash , Cancel , and other bad counterspells. Add better removal like Dimir Charm , Heartless Act and Drown in the Loch . Take out Doom Blade and bounce spells. If you still want a bounce spell, add Brazen Borrower . Take out Illusionary Armor and Exquisite Blood for Lightning Greaves and Swiftfoot Boots . You need better ramp so definitely add Sol Ring , Arcane Signet , Dimir Signet and add Command Tower for a land. Add Cloak of Mists and Aether Tunnel for Tricks of the Trade and Way of the Thief . Go infinite with Rings of Brighthearth + Basalt Monolith + Mind Grind . This isn't a mill win condition, but if you want to do something janky, you could do Tree of Perdition + Reduce in Stature + Sovereign's Bite to reduce an opponent to 0 life. Here's a lot of cards to put in. Hope this helps

BeeZak on Zaxara's Infinite Death

3 weeks ago

All aboard the Selvala, Heart of the Wilds / Kinnan, Bonder Prodigy train! Choo choo!

Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.

The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.

You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.

The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.

I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.

The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb  Flip and likely shouldn't be counted as a land.

Here are the baseline swaps I'd recommend:

Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace

In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy

These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.

Stoked to see the deck in action!

multimedia on Obeka Reanimator and Steal (First Deck)

2 months ago

Hey, well done for your first deck. Less than $100 is impressive.

Some budget cards to consider adding:

Some cards to consider cutting:

  • Prismatic Lens
  • Firemind Vessel
  • Phyrexian Triniform
  • Overseer of the Damned
  • Coastline Marauders
  • Shifty Doppelganger
  • Epiphany at the Drownyard

Some budget lands, each less than $2, upgrades to consider:

Good luck with your deck.

ConsumingKiribo on Nicol Bolas, the Ravager commander

2 months ago

First of all: I'm not really the best person to give feedback on a type of deck that I've never played. I mostly mastered Esper colors, but red is a bad color for me to use.

Next, there are some basic things that a commander deck needs. You need Lands, Removal, Ramp, Draw, and Wipes.

EDHrec has recommendations for your specific commander and it's common playstyles. The site's flaws are any new cards that have only recently came out, and you might find some really good cards that are either relatively new or as obscure as f** due to the fact that the site is based on popularity.

Scryfall can find obscure or new cards perfect for your new commander deck.

As for the basic tools a commander deck needs, it all comes down to 36-37 lands (these need to generate mana. However, some have certain effects and count as spells), 6-8 removal spells (cards that counter spells or destroy permanents), 5 board wipes (Example is Wrath of God and Doomskar. Other options for Grixis are Damnation, In Garruk's Wake, AEtherize, Cyclonic Rift, Fade Away, Devastation, which you should NOT run in a casual deck with casual friends, I REPEAT NO IT WIPES LANDS DO-, and Blasphemous Act), 10 draw spells (Read the Bones, Notion Rain, for decks with unblockable creatures Sygg, River Cutthroat and Bident of Thassa, though there are probably other forms of repeatable draw found in your colors), and 10 forms of ramp. These can take the form of mana dorks which are creatures that generate more mana, like Llanowar Elves, or a blue version of it can be Apprentice Wizard, mana rocks, which are the second safest form of ramp and are most common. Dimir Signet, and Rakdos Signet, and also Izzet Signet are both really good. Sol Ring and Arcane Signet are found in ZendiCommander decks, or Zendikar Commander decks. Land ramp is the safest form of ramping and is most commonly found in Green, but Blue can do it as well due to the release of Planar Chaos. Expect more land ramp in other colors soon with the release of Time Spiral Remastered. Dreamscape Artist is that one single land ramp found in blue.

I recommend this video right here: https://www.youtube.com/watch?v=1jO2fmsef0g

These are the absolute basics of a casual commander deck. Have fun!

carpecanum on Counter style ninjutsu (I\Iinjutsu for short)

2 months ago

I would take out 1 of each basic lands plus two other cards and replace with a Dimir Signet, Golgari Signet, Simic Signet and a Sol Ring. Maybe one more mana rock or Gyre Sage. That should put your mana at 40% of your deck.

Clones are fun with ninjas. Nice cheap Clone or anything with that ability can copy the most powerful creature on the board and then ninjitsu it back to recast once you see a better creature hit the board.

Primeval Protector comes out cheap.

Jonesbond49 on Zombie Tribal

3 months ago

I've decided to make more than one list but each one should be helpful to you in the future. Also, you don't need to put in all these cards. There are too many here for you to fit in the deck.

Liliana cards:

Liliana, Death's Majesty (can be a board wipe but don't count on it), Liliana, Dreadhorde General (also doubles as amazing card draw), Liliana, Heretical Healer  Flip, Liliana, the Last Hope, and Liliana, Untouched By Death (has a removal ability).

Zombie tribal cards:

Shepherd of Rot, Lord of the Accursed, Risen Executioner, Relentless Dead, Field of the Dead, Undead Augur (also card advantage), Havengul Runebinder, Stitcher Geralf, Gleaming Overseer, Call to the Grave (rude card), Endless Ranks of the Dead (my favorite zombie tribal card), Graf Harvest, Graveborn Muse (also card advantage), and Josu Vess, Lich Knight.

Never/Return is zombie themed removal.

Necromantic Selection is a zombie themed board wipe.

Ramp cards:

Dimir Signet, Talisman of Dominance, Charcoal Diamond, Sky Diamond, and Fellwar Stone.

I hope this helps!

pretendingtoalright on Lazav Mill Commander

3 months ago

KCF_Blackout

not a problem! from one fan of mill to the other we gotta help each other out lol.

general cards that aren't too expensive that might fit in the deck Sol Ring, Arcane Signet and Dimir Signet for solid early ramp. Treasure Cruise and Verity Circle are some good blue draw. Speaking of drawing Teferi's Ageless Insight that's fun.

Seeing as you have Mindcrank already you might want to include Duskmantle Guildmage in the list it's first ability goes infinite with mindcrank after a mill effect or damage instance against an opponent. Though I understand if you aren't a fan of combos.

Other inclusions I think might fit in this deck are Syr Konrad, the Grim so your mill does damage, and is a mana sink in the later turns. Maybe Jace, Wielder of Mysteries?? Self-mill isn't the plan here but it might decent insurance plus, repeatable draw is with a small mill bonus.

Rogue's Passage or some other way to guarantee a creature connecting might be good. There's a few combat damage/attack triggers in the deck that would benefit from being able to consistently connect. Also Consuming Aberration and Wight of Precinct Six are a lot scary when they can be chumped block by a token or a mana dork. I specifically mention Rogue's Passage because it's a land slot over a spell slot which might make it easier to fit in. but Whispersilk Cloak and Manifold Key are cards that can help the same.

Altar of the Brood and Jace's Erasure are two pet cards of mine that assist in the mill strategy but the former isn't super synergistic with your deck, and the latter is just a worse redundant effect of cards that are already in the deck. but as they are pet cards had to mention them.

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