Selesnya Signet

Selesnya Signet

Artifact

, : Gain .

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Legality

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

Selesnya Signet Discussion

TheHamster on Relephant Deck Title Here

2 days ago

Last (probably) big update till new commander comes out. Swapped out Kodama's Reach for a Selesnya Signet I have a lower concentration of basics and an extra rock just seemed good. also swapped Mosswort Bridge for Bala Ged Sanctuary  Flip getting a random free elephant most of the time isn't as worth of a land that can sometimes be recursion, Karn's Bastion was cut for another forest, after playing it a few games, tapping to proliferate just never felt worth the cost and I'd rather just have another colored source in my lands. Fortified Village was cut for Ondu Skyruins  Flip as being the worst dual land, deemed having an emergency wrath is just more necessary. Return of the Wildspeaker swapped in for Shamanic Revelation on average I end up with 1 or 2 bigger creatures vs the 6 or 7 creatures I'd need for revelation to draw the same rate + the instant speed over sorcery is nice and random overrun is eh but cool to have if ever needed. Akroma's Will was put in place of Akroma's Memorial having basically the same effects at instant speed (+ a 7th instant speed mass protection) is basically the same as a clunky artifact as when you cast it you're usually swinging for lethal that turn anyways instead of risking a potential blowout if they have a Shatter effect. and lastly Call of the Herd came out (i know sad, but found the elephant token spells just aren't worth it as they've slowly been cut out over time) for Harsh Mercy a Janky on flavor board wipe that leaves my board in tact.

also slowly been foiling out all the cards in the deck that CAN be foiled cause shiny thing invoke terror ~

Gidgetimer on Stomping Counters

2 months ago

My major suggestion for the mana base would be to run mana rocks and land search sorceries to make the mana more consistent. The best cards in these categories to fit your deck would be:

Sol Ring

Arcane Signet

Gruul Signet

Boros Signet

Selesnya Signet

Three Visits

Nature's Lore

Skyshroud Claim

Farseek

Rampant Growth

Cultivate

Kodama's Reach

The first four sorceries are especially fun because you run non-basics with basic types. This means that you can search up Shocks, Tangos, and Snow Duals.

Omniscience_is_life on Budget - Marisi, Breaker of the Coil - EDH

5 months ago

I always try and recommend the stats 10 ramp (things like Llanowar Elves, Selesnya Signet, and Rampant Growth are best), 10 draw, and 10 removal (things like Swords to Plowshares, Beast Within, and Blasphemous Act are best)--as well as 36-ish lands (the Zendikar Rising MDFCs should help with getting more lands in; you don't really lose a slot by adding Tangled Florahedron  Flip as you might with a Forest).

Getting close to those metrics, with the remaining 34 cards being dedicated to your strategy--hopefully there's some overlap of synergy with the rest of categories, but y'know--should help get you on your way painlessly. Welcome to EDH!

LinkOpensChest_wav on Torens 1/1 Humans

6 months ago

Instead of Talisman of Unity, you'd probably be better off with a Selesnya Signet or even something like a Rampant Growth or Cultivate type spell.

There are some humans like Yavimaya Elder that can get you lands too, but most of them don't put them on the battlefield. Knight of the White Orchid does, but then you're restricted to just grabbing a plains. Primal Druid does too, but only when they die.

I love your deck. I have a humans deck, too, and run many of the same cards, but I use Sigarda, Heron's Grace as my general.

Sorin_Markov_1947 on Tolsimir Angels

6 months ago

My first deck was a creature-based deck too. In general, in EDH they aren't good. Basically every deck is prepared for you and every deck runs boardwipes. You absolutely need boardwipe protection/recursion. Teferi's Protection and Heroic Intervention are good starts, but I don't really see much else you can use.

Additionally, you'll to adjust your manabase. A good rule of thumb is 45-50 total mana sources. That can be artifacts, lands, dorks, anything you want, but two-mana artifact ramp is excellent and plentiful. Sol Ring, Selesnya Signet, the G/W diamonds, Coldsteel Heart, Mind Stone, Commander's Sphere, Pristine Talisman, Heraldic Banner, Everflowing Chalice, and Talisman of Unity are all good options. You just really want to be able to make your land drops, you'll almost always have something to do with the mana (especially if you also have mana sinks). You also want to look at a bunch of utility lands. 30 basics is a lot for a dual-color deck. Off the top of my head, Oran-Rief, the Vastwood, Thriving Grove, Thriving Heath, Canopy Vista, and the G/W life land are all budget okay options.

For wolf/general tribal support, there's Vanquisher's Banner, Coat of Arms, Adaptive Automaton, and Icon of Ancestry are all good. Maybe even Herald's Horn. If you want changelings, there's an exhaustive list of them in a deck here on tappedout, The Bones To Build Your Tribal Deck

I'm pretty new to Commander as well, so I'm no expert on how this deck will run or even if my suggestions are good. Those are just my thoughts.

soulwarden11 on Archon Tribal

7 months ago

My first thought is “How does this deck manage to function on barely 31 Lands and a total of 5.5 Ramp spells and 3 Mana Rocks?!”

Archons are a VERY expensive tribe to run; I would be cramming as mana Land tutors and mana rocks into this deck as I could, along with at least 37 lands.

I tried running an Elf tribal deck with 30 lands and always found myself wanting more lands after the first board wipe, and Elves average 1-4 mana each—I bumped that deck up to 36 and it’s much smoother nowadays. The Archons here average 5.8 mana each.

Arcane Signet

Azorius Signet

Dimir Signet

Golgari Signet

Orzhov Signet

Simic Signet

Selesnya Signet

Urza's Incubator

Chromatic Lantern

Kodama's Reach

Farseek

Harrow

Dryad of the Ilysian Grove

Roiling Regrowth

Explosive Vegetation

Burgeoning

Exploration

Land Tax

Gift of Estates

Mirari's Wake

It’s not fun to sit there wishing you had more mana to play your big, bomb-y creatures while your opponents are doing stuff the whole game. I’ve been there more times than I care to remember.

If you don’t want to add more ramp and mana fixing, the other option is to go more heavily into stax and tax effects to slow down your opponents to give yourself more time to build up to your big spells. You have a couple in the deck already, but there’s tons of options, especially since you’re playing 4c and Archons just happen to be primarily in White and also just so happen to love creating stax effects of their own, AND they DO like Enchantments!

Authority of the Consuls

Ashes of the Abhorrent

Mystic Barrier

There’s obviously more than this, but I’m on my phone and these are what came to mind.

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