Silumgar Sorcerer

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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
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Silumgar Sorcerer

Creature — Human Wizard

Flash (You may cast this spell any time you could cast an instant.)


Exploit (When this creature enters the battlefield, you may sacrifice a creature.)

When Silumgar Sorcerer exploits a creature, counter target creature spell.

Bravet on Does multiple instances of exploit …

3 months ago

Looking at Henry Wu, Ingen Geneticist and was wondering how it worked with other Humans that already have exploit (e.g Silumgar Sorcerer). Will I be able to exploit two creatures or are multiple instances of exploit redundant?

miracleHat on Personal Kruphix Ramp Draw

3 years ago

1: There are many weaker card choices. Not having access (or getting over time) is obviously apart of the collection-building aspect of the game; but your decks should avoid the weak cards that are not on theme. Focus on including cards that actively help or are benefited by your theme of heavy ramp with a secondary set of heavy draw. Cards such as Fblthp, Gurmag Drowner, Silumgar Sorcerer, and jace, are primary examples.

2: Finding cards that fit both themes: draw and ramp, is relatively easy and will increase the adaptability and efficiency of the deck. Commander's Sphere is the obvious example currently in the deck. Potential additions (that you should be able to more easily acquire) include Edge of Autumn, Explore, Krosan Tusker, and Seer's Sundial. Harder to get pieces would be Kiora, the Crashing Wave, Aesi, Tyrant of Gyre Strait.

3: This deck has 2 duplicates. Heir of the Wilds and Primal Empathy.

4: Having lots of mana is only useful it's spent casting scary game-winning threats. Threats you may not be aware of that might be fun for you to playtest: Soramaro, First to Dream, Prime Speaker Zegana, and Clockwork Dragon. The first and last cards specifically benefit from the amount of colorless mana you will generate with your general.

any_response on Sultai Yisan, the Wanderer Bard

3 years ago

I prefer having a card in the commandzone that just wins with infinite mana, making combofinishes easier, instead of a value engine that only benefits a small portion of the deck. Also, Yarok doesn't really add to the control potential of for example Frilled Mystic or Silumgar Sorcerer at all, first of which is a soft lock with enough cyclers. Tasigur brings those back and if i have enough cyclers, i don't even care what i get, as anything can be used as a counterspell.

I stumbled across the Escape Protocol-Lock in standard, played it, and think all it needs is a reliable card advantage engine like the one Tasigur provides to keep going. The one thing that should never happen to this deck is to run out of cards in hand - therefore, Tasigur is my pick.

any_response on Sultai Yisan, the Wanderer Bard

3 years ago

Hello swarm intelligence,

I am working on a deck idea i had some weeks ago, a sultai deck using ETBs to control the board using cards like Sidisi's Faithful, Silumgar Sorcerer, Frilled Mystic, Acolyte of Affliction or Reclamation Sage together with Escape Protocol in a cycling shell.

The commander of the deck will be Tasigur, the Golden Fang.

As i have many different ETBs and i want to get as many of them as possible onto the battlefield, i want to include Yisan, the Wanderer Bard, also to be able to use them all at instant speed.

I know this deck will not be played at a competitive level, but i would like to include 1-2 combo lines with Yisan. As i have Tasigur, the Golden Fang, any infitite coloured mana combo would suffice (at least for a win at sorcery speed), one thought of mine was Peregrine Drake and Deadeye Navigator, but i hope you have some other and unique ideas i could include. Preferably, if possible, without any effect targeting a card in a graveyard, because i would like to run Ground Seal as a control piece.

I hope you can breathe some life into this idea of mine, be as creative and convoluted as you please, i am looking forward to it!

SmarmyMarmy on Flash Tribal

3 years ago

Thanks for the suggestions!

I like the Singers. I put in the Sailors because of the low-cost flash trigger for Slitherwisp and a mana sink for late game than can help trigger the Vandal.

I did have Greatsharks at first, but then found the Silumgar Sorcerer for a lower cmc creature counter.

Petty Theft on the Brazen Borrower is much more efficient than the Shoreshark for bouncing because it can hit more targets and doesn't need a mutate target.

Umori would just take up space in the main deck--that's the whole point of companion, right, to have guaranteed access to it? I originally had some non-creature flash cards in my initial deck idea, but when I saw that I was at a high creature count, I just went all creatures in the main board to have Umori companion. He's just a bonus, really, so there'd be no reason to have him clog up the deck.

I've been struggling with the right amount of land with this one. If I swap in Greatsharks (which, thinking about it, I'd probably do Dirge Bat instead) then I'd for sure keep the land count as-is. Or, I could lean into the lower cost, cut some higher costs that I'm not supper excited about (Siren, Obstrutionist), go lower cmc with Trickster and Singers, then drop 1-2 land. With the little playtesting/goldfishing I've done, hitting the first three lands on time is critical so I don't want to cut too much land.

GoldenDiggle on Simic Flash

4 years ago

Add 2x Wilderness Reclamation mainboard and 2x Narset, Parter of Veils to sideboard.

Remove 2x Silumgar Sorcerer mainboard.

DINOSAURS65556 on Muldrotha

4 years ago

card Silumgar Sorcerer is just rude

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