, : Gain .
|Have (3)||winterwind10 , orzhov_is_relatively_okay819 ,|
|Want (5)||Thraxinator , Baconda , HoosCrazy , Skreach , KingSavage|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander 2018 (C18)||Uncommon|
|Commander Anthology 2018 (CM2)||Common|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
|Commander / EDH||Legal|
Dimir Signet occurrence in decks from the last year
Commander / EDH:
All decks: 0.15%
UB (Dimir): 3.46%
WUB (Esper): 1.75%
UBR (Grixis): 1.82%
BUG (Sultai): 1.05%
Dimir Signet Discussion
1 week ago
One card that I always thought was pretty good with Aminatou, the Fateshifter is Counterbalance. Since you can shift the top card of your deck without revealing it, you can stack a 1 or 2 on top and nail an opponent for no cards. It also makes Sensei's Divining Top really good.
Gilded Drake is absurd with your general. Because of her wording, you can flicker permanents you own even if you don't control them -- so the minus becomes "steal target creature." It is $170. So either be rich or play with proxies... I love proxies, and I think they're unduly rejected in EDH.
Preordain is good in addition to your Ponder and Brainstorm. Brainstorm is best with more free shuffle effects than you currently have... They usually come from fetches like Polluted Delta, but those lands can be expensive. Slow fetches like Bad River also work, and things like Evolving Wilds and Terramorphic Expanse are also good.
You have two Arcane Signets. Unless the rules have changed, that's not allowed...
You could also do with more two-mana mana-rocks; three-mana rocks, like Commander's Sphere, are significantly slower and come down turn three, competing with your commander. I suggest cards like Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, Fellwar Stone, Mind Stone, Everflowing Chalice, Azorius Signet, Dimir Signet, Orzhov Signet, Thought Vessel...
Finally, Omen of the Sea seems like it could be good to flicker, though playtesting would be needed.
Right. I hope this helps!
1 month ago
Consider more one/two drop Pirates especially ones with flying? More overall one/two drop Pirates helps to assemble a battlefield of Pirates to attack the turn you play Brass.
- Siren Stormtamer
- Spectral Sailor
- Warkite Marauder
- Kitesail Freebooter
- Dire Fleet Daredevil
- Dire Fleet Poisoner
Forerunner of the Coalition is a Pirate tutor and it can also be a repeatable source opponents' lose life when a Pirate ETB. Ruin Raider can be repeatable draw at your end step with attacking Pirates. Anger and Wonder are good with Pirates especially Wonder giving them flying evasion. Giving all your Pirates including Brass flying can be a win condition with attacking Pirates. Brass is much better when she has haste letting her attack the turn you cast her. Pirates who can attack the turn you play them can help to trigger Brass's gain control ability quicker.
Buried Alive can tutor for both Anger/Wonder as well as one other creature and put them all into your graveyard. Can also use Buried with Phyrexian Reclamation and/or March of the Drowned as a way to tutor for Pirates put them into your graveyard and then recur them to your hand. Reclamation can be helpful repeatable recursion for Pirates since Pirates are going to die over the course of a game.
Marchesa, the Black Rose is not a Pirate, but she can be a repeatable source of reanimating Pirates. Dethrone is an attacking ability where as if a Pirate attacks your opponent with the most amount of life then that Pirate gets a +1/+1 counter. With Marchesa if that Pirate dies then it will come back to the battlefield at your end step. Metallic Mimic is a Pirate when it ETB who interacts well with Marchesa since Mimic can put a +1/+1 counter on another Pirate when it ETB.
Adding some more ramp can help game play:
Some budget lands (each $5 or less) to consider adding:
- Exotic Orchard
- Unclaimed Territory
- Crumbling Necropolis
- Shivan Reef
- Underground River
- Sunken Hollow
- Smoldering Marsh
- Sulfur Falls
- Dragonskull Summit
- Grixis Panorama
- Ash Barrens
- Evolving Wilds
- Dimir Aqueduct
- Izzet Boilerworks
- Rakdos Carnarium
These are budget land options, but of course there's many other better options for lands that are more expensive.
Good luck with your deck.
1 month ago
Star Compass - Dowsing Dagger Flip - Dimir Signet - Prismatic Lens - Sol Ring - Mind Stone - Hedron Archive - Sphere of the Suns - Burnished Hart - Guardian Idol - Worn Powerstone - Cloak and Dagger - Whispersilk Cloak - Prowler's Helm - Neurok Stealthsuit - Bident of Thassa - Key to the City - Rogue's Gloves - Skysovereign, Consul Flagship - Door of Destinies - Manifold Key
1 month ago
Hey man -- I have a few suggestions. Feel free to ignore any/all of them, as you see fit.
The easiest way to improve the deck, as I see it, is to improve your artifact mana. Mana Crypt and Sol Ring are two of the best, so it's good you're already running them. However, Talisman of Dominance is almost strictly better than Dimir Signet and Talisman of Progress better than Azorius Signet, so I suggest upgrading. Same for Talisman of Hierarchy and Orzhov Signet. I've also never been a fan of three-mana rocks (like Chromatic Lantern), since they compete with your general and they are generally slower than alternatives. Arcane Signet seems better.
Freed from the Real and Pemmin's Aura allow you to untap your general in response to the activation and steal more than one creature at a time. Aphetto Alchemist is similar but also untaps rocks. If you want to go deep, Norritt.
Drawing cards is also at a premium in EDH. Things like Dig Through Time and Treasure Cruise work, as do more permanent effects like Phyrexian Arena. Mystic Remora is a widely unplayed card that is really good for this.
I think Lightning Greaves is worth serious consideration, and I think it is better than the Swiftfoot Boots in your MB. Being able to go turn two greaves into turn three general with haste plus whatever she steals with haste seems pretty good.
Hope this helps!
2 months ago
Ok, I have a few suggestions for you and I'll try to keep it budget(ish) friendly.
The main thing I see that needs some tlc is your mana rocks. I'd drop all your lockets etc. that cost mana and get the rest of your Signets and Talismans in here. Dimir Signet, Talisman of Dominance, and Talisman of Resilience. Crystal Vein will also ramp into Muldrotha and can ramp in one turn with Muldy in play.
Feel free to check out my list for ideas. It's definitely not budget friendly but you may find a few ideas there. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite
2 months ago
I have 13 slots to play with. Currently thinking Chrome Mox, Everflowing Chalice, Lotus Bloom, Lotus Petal, and Mox Tantalite as I have those already. At two I was thinking Dimir Signet, Grim Monolith, Mind Stone and Thought Vessel. Not sure how many this deck is going to need, but 9 seems reasonable.
2 months ago
If you are looking to improve your mana base,
Maybe Talisman of Dominance and Dimir Signet over your sky and charcoal diamond.
And would consider running more basics over your colorless lands. and maybe Underground River over rupture spire.
2 months ago
Before I start helping with the main portion of the deck, I want to start with the base of the deck. I know that this is not the most exciting part of your deck, but a well-built base will help you to have a lot more fun with the deck.
To start, the average CMC of the deck is a little over 4. This is fairly high which means you need a decent amount of ramp to effectively play. A great place to start is with signets and talismans. I greatly prefer these over most three-mana mana rocks because they come down fast and help you just as much. Since you're in three colors, you have three of each.
- The signets: Simic Signet, Dimir Signet, and Golgari Signet (Arcane Signet is great too)
- The talismans: Talisman of Curiosity, Talisman of Dominance, and Talisman of Resilience
Now for ramp spells, I only see two, Kodama's Reach and Tempt with Discovery. Tempt is usually not a good card, unless you can really take advantage of it. In most playgroups, people won't take the offer because it puts you way ahead. This means that you spent four mana to get one land. Cards like Wood Elves and Migration Path will help you more reliably get lands onto the field.
Lastly, I want to talk about card draw and card advantage. More so than in other formats, card draw and advantage are super important to a well-running deck. While your commander gives you pretty good card draw, she will be a target, and you can't rely on always having her out. I recommend running several cantrips like Ponder, Preordain, and Frantic Search. They don't seem like much, but they are a massive help. In the early game, they can ensure that you have cards to play. In the mid to late game, they can help you dig for the cards you need. I also recommend a couple of sources of card draw that stay on the field and continue to help you (like Rhystic Study) or scale with the game. Things like Necropotence and Pull from Tomorrow.
I hope this helps. I'd love to help you on the main part of your deck too, but let's start with the basics. If you have any questions, just ask!!