Samut, Voice of Dissent
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Dandan Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Judge's Tower Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Samut, Voice of Dissent

Legendary Creature — Human Warrior

Flash

Double strike, vigilance, haste

Other creatures you control have haste.

, : Untap another target creature.

Recommendations View more recommendations

Lordeh on HandA

3 months ago

Yeah unfortunately you can't run Samut, Voice of Dissent as her activated ability uses white mana and therefor has that colour identity.

If you are looking for a replacement an easy pick is Managorger Hydrawhich works with the +1/+1 theme.

You are also 2 cards over so you may need to make some cuts.

Nerdageddon99 on Enter The Baconfield

7 months ago

Samut, Voice of Dissent is something I'll test with. 5cc for a haste enabler wasn't something I was thinking about because of curve but could be a good 1 of that helps enable in the late game. Also a buddy suggests splashing a sliver of white to get an Elesh Norn, Mother of Machines in the deck, so maybe Samut fits with that. Thanks for the suggestion.

SacredAtsira on Enter The Baconfield

7 months ago

I noticed you mention no good haste enablers. I have a Bard Class deck that uses Samut, Voice of Dissent. Would that be of any use?

Darb_the_Bard on Buttercup: Princess Bride

7 months ago

I like Garruk's Uprising a lot and have it in multiple decks. I have mostly used it for card draw, which means it's a natural fit in a deck with many creatures with power 4 or greater. For the current Buttercup list, I'm counting 8 total creatures that naturally have power of at least 4, but you could say 10 since Buttercup and Majestic Myriarch will almost always be at least that big. That number would normally not get me excited. However, since both our commander (Buttercup) and our companion (Jegantha) will normally trigger it, we should almost always draw a card when Garruk's Uprising comes into play. So at worst it's a 3-mana cantrip with the upside to draw at least another card or two during the game. Notably, the card draw activates when a creature "enters the battlefield" instead of upon cast. That's awesome with Buttercup as it means any creature we tutor for with power 4 or greater will also trigger the card draw. Most of the creatures we most likely want to tutor for meet the criteria, including Inigo (Samut, Voice of Dissent), Atraxa, Praetors' Voice, and Jodah, the Unifier. For that reason, I think Garruk's Uprising would be a great include. I was already thinking I wanted more card draw, so I may definitely have to find room for it...

The thing I haven't mentioned yet is that Garruk's Uprising also gives trample to all our creatures, which as I have said before is great with all our deathtouch creatures. Usually that has been an afterthought when I've played Garruk's Uprising in the past, but in this case it's perhaps even more powerful than the card draw aspect.

I've also realized after doing a bunch of playtesting/goldfishing, that I almost always want to tutor for Inigo and Odric to get the keyword soup synergies going, which seems to make it less important to have multiple deathtouch craetures in play. The main thought here is that I only need a single deathtouch creature (Westley himself does the trick!) and then Odric gives deathtouch to everything else. Because of this, I'm thinking of cutting some of the lower-power deathtouch creatures to add a couple more 2-mana ramp spells to help me get to Buttercup/Jegantha sooner.

Ramping on turn 2 feels really important in this deck since we have a 3-mana commander and it costs 3 mana to put our companion in our hand. If we can ramp on turn 2, we have two powerful play patterns:

  1. Play Buttercup on turn 3, and then tap for Buttercup's ability to tutor on turn 4. This is quick and allows us to get the best cards from our deck really early.
  2. Put Jegantha into our hand turn 3, then play Jegantha on turn 4. This is much slower, but on turn 5 we now have 10+ mana available (five from Jegantha assuming we have enough colored pips to utilize it, and six mana if we've hit each land drop in addition to the ramp on turn 2). We can use that 10+ mana to play Buttercup and other stuff from hand, setting ourselves up for a more impactful tutor on turn 6.

Whether I go for Buttercup or Jegantha likely depends on if I need Jegantha to get my five colors, although I'll say the deck feels way more powerful with Jegantha in play. Waiting for Jegantha is slower initially, but you'll be playing 2+ cards per turn sooner, which could lead to a quicker victory. The ultimate decision on which route to go likely depends on the match-ups and board states at the time.

As I alluded to before, the bummer with 3-mana ramp is that it gets in the way of both our commander and companion, which means the soonest we could tutor with Buttercup is turn 5 (ramp turn 3, play Buttercup turn 4, then she can tap turn 5). But at this point we haven't used our ramp at all, so the only benefit is perhaps color fixing. The Jegantha route is delayed until turn 7 (ramp turn 3, get Jegantha in hand on turn 4, play Jegantha turn 5, play Buttercup turn 6, tutor turn 7). Both routes are more awkward because you are forced into not utilizing all your mana for multiple turns in a row. Because of that I'm wondering if Cultivate, Kodama's Reach, and Relic of Legends are worth it. They still may be just for the color fixing aspect, especially since I'm running a very budget mana base, but it's something to consider.

Also, since it came up before, I'll say that Majestic Myriarch has felt great in my hand when I've been able to cast it on the same turn I tutor for Inigo and get him into play. The Myriarch instantly has double strike, vigilance, and haste from Inigo, plus it often has deathtouch and flying from other creatures on board. Even if I only have 5 creatures (Buttercup, Jegantha, Inigo, the Myriarch itself and one other thing) then it's hitting for 20 damage the turn it drops. Nice!

bimanbahini on Jungle Omelette

1 year ago

Hi nintura1182, I had considered Samut, Voice of Dissent, but this deck doesn't need haste because the eggs get sacced either as a blocker, or on an opponent's end step, so they're ready to swing as soon as they come out. Plus, I wanted to make sure every creature that gets hatched is either a combo piece, or a game winner on its own. Thanks for looking and commenting!

cPute on Wait for it ... Legendary Cascade!

1 year ago

I know about Derevi, Empyrial Tactician (I play cEDH Najeela deck based on Pongo's Najeela tempo), but this deck was supposed to be "casual". Yesterday's victory with Bloom Tender, Najeela, the Blade-Blossom, and Samut, Voice of Dissent was a coincidence. :-)

I am not sure if this deck would benefit from Derevi, Empyrial Tactician (other than the above mentioned combo).

shixzo on Samut Enchantress Tokens

1 year ago

councilofautumn - thank you! Academy Rector is always fine but not important for the deck to function, and I keep trying to reduce the number of reserved list cards in my decks.

Jetmir, Nexus of Revels puts a win condition in the command zone and is probably a much better commander overall. However, I think I'll probably leave Samut, Voice of Dissent as the commander for now. Her haste-granting ability is still quite important for sudden death attacks with several of the token swarms, and I really enjoy the complicated untapping puzzles that arise when her activated ability becomes relevant in this deck. Damage prevention is not a problem I've personally come up against, but Skullcrack definitely seems great if that's a strategy in your local meta. You could also play Leyline of Punishment if you want to stick with the enchantment theme.

Other recent cards I'm considering for this deck: Jukai Naturalist, Witty Roastmaster, Eiganjo Uprising and Shigeki, Jukai Visionary.

FelixCarter on You'll be Najello after I'm done with you

2 years ago

Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:

Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.

Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.

Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.

Replace Mardu Shadowspear with Brutal Hordechief

Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.

Rubblebelt Raiders is nice, but Champion of Lambholt will make your creatures unlockable just as fast.

Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.

Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).

You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.

Instead of Fracture, I recommend Despark. Mortify is a better Murder but can also be upgraded by switching to Utter End.

Replace Warped Landscape with Secluded Courtyard.

Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter  Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.

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