Simic Charm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander 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

Simic Charm

Instant

Choose one —

  • Target creature gets +3/+3 until end of turn.
  • Permanents you control gain hexproof until end of turn. (They can't be the target of spells or abilities your opponents control.)
  • Return target creature to its owner's hand.

wisegreenbean on Defender 2.0

7 months ago

Decisive Denial works based on power, not effective power, so you're only really using the counterspell mode. In that case, I'd suggest Dovin's Veto or Disdainful Stroke or Bant Charm.

Archetype of Courage and Archetype of Endurance aren't super good value for the mana you put in. If you want increased combat effectiveness, there are toughness buffs, and if you want protection, that are counterspells or targeted protections like Ephemerate or Dive Down or Simic Charm or Resolute Watchdog

Turn to Frog is not a very exciting removal effect if you're in white and could just be running Swords to Plowshares. Same for the tapdown of Winterthorn Blessing, or the delayed value of Fall of the Impostor. Beast Within or Generous Gift are also premier removal.

You have a few off-theme creatures I think you won't much like: Disciplined Duelist works off power, Horizon Chimera gains a little life which is pretty low value overall, same for Lunarch Veteran  Flip. Rootcoil Creeper and Llanowar Scout aren't too bad, but I think there are probably better ramp effects for you.

Into the Wilds is kind of a slow and unreliable card advantage effect. I would usually prefer something like Shamanic Revelation or Collective Unconscious or Lifecrafter's Bestiary.

Aqueous Form and Staggering Insight are best on little creatures that attack a lot. You will often struggle to let your creatures attack at all, so I don't recommend them.

Cathar's Shield and Spidersilk Net are pretty low impact buffs. If you really want this effect, there's Slagwurm Armor.

Traveler's Amulet or Dromoka Monument aren't too exciting when you're in green and could have Vine Trellis or Wall of Roots or Rampant Growth.

Pledge of Unity and Brave the Sands are okish team buffs, but you can do better. Bar the Door and Solidarity are a little more on synergistic for your deck.

Slaughter the Strong is crazy strong in your deck!

Tzefick on Several New Cards

1 year ago

As for Heroic Intervention and who gives hexproof to permanents; green doesn't actually give hexproof to their permanents with the possible exception of Veil of Summer which is specifically against .

The only other times is Privileged Position - hello white - and it is in Simic Charm. So green doesn't really provide their non-creatures hexproof either.

White however has some history of giving especially their enchantments either protection or shroud.

So if anything it makes more sense that white would get the multiple card type defense mechanisms over green - yes, Heroic Intervention not being white is indeed blasphemous.

Shaffe_House on This Land is my Land

1 year ago

Part 2

Other Cards that you could consider cutting

  1. Ondu Giant => Seedguide Ash this card is one more mana expsive and has to die inorder to get the lands, but could be such a good upside. This dieing with your commander reads ramp 3 draw 3 cards and gain 3 life
  2. Soratami Mirror-Guard I get what you are doing here, but I feel like there are better payoffs for this
  3. Timbermaw Larva => Rampaging Brontodon trample is 1,000% better on this card
  4. Wakeroot Elemental 5 greens for a 5/5? way overcosted
  5. Wave-Wing Elemental again similar argument to Windrider Eel not that big of an impact
  6. Wild Wanderer good but could have better options
  7. Aetherflux Reservoir I know this is good in commander but why? No synergy at all, there has to be a better card slot here
  8. Elixir of Immortality I used to put this in all of my decks too, but it is counter productive to your stragay with cards like Splendid Reclamation and The Mending of Dominaria
  9. Wayfarer's Bauble There is better ramp than this in green
  10. I see why you have Jiang Yanggu but I feel like there is stronger cards than that. I cut the card to tutor Journey for the Elixir for him sorry :(
  11. There are a bunch of other better than Ranger's Path you could add, I'll show them in the recommendations
  12. Future Sight and Ominous Seas both seem strange here. I get future sight can draw cards, BUT I feel you should use mana sinks rather than off the top of your library draw
  13. Ghostly Flicker is on thin ice, like yes you have all the etb creatures but sometimes it is a dead card. meh at best?

Other Cards that you could consider adding

This is where the fun begins and your wallet cries

  1. You want Nissa, Who Shakes the World great card, it is a mana doubler ramp, and also you just win with the ultimate
  2. I heard you like ramp try Tireless Provisioner and pick up one for me while you are at it please
  3. Here is a gaint list of green ramp Harrow , Growth Spiral , Explore , Khalni Heart Expedition , Roiling Regrowth , Grow from the Ashes , Urban Evolution , Migration Path , Natural Connection , Nissa's Renewal , Nylea's Intervention , Spring / Mind , Animist's Awakening , Omen of the Hunt
  4. Keeping your life total at a high level Kazandu Nectarpot , Grazing Gladehart , Retreat to Kazandu , Jaddi Offshoot
  5. Mana Sinks, you are going to have a lot of mana, might as well do something with it Kamahl's Druidic Vow ummm.... yes? Kefnet the Mindful one of my favorite Gods, that doesn't have a place. I look forward to getting attacked by him Sprout Swarm it is really easy for this card to be "free"
  6. Win Cons Blackblade Reforged yes, all the yes Kamahl’s Will All the lands become creatures lol Crash of Rhino Beetles oh crap a 15/15 oh no Oran-Rief Hydra meh, but it could be good?

  7. Other just good cards Frilled Mystic , Trygon Predator , Plasm Capture Gush , Tragic Lesson , Simic Charm , Rampage of the Clans

That is all I can think of at the moment. I'm sure I'll have more la

marciothehero on Ravnica Cube v12

1 year ago

changes:

Simic Charm -> Quandrix Command

Immolating Gyre -> Draconic Intervention

Lightning Helix -> Rip Apart

Launch the Fleet -> Venerable Warsinger

Shifting Ceratops -> Battle Mammoth

Shrine of Loyal Legions -> Mimic Vat

Jarad, Golgari Lich Lord -> Daemogoth Woe-Eater

Polukranos, Unchained -> Daemogoth Titan

Mindwrack Demon -> Rank Officer

Winding Way -> Brawn

Abrupt Decay -> Drown in Filth

Grapple with the Past -> Llanowar Mentor

Archetype of Courage -> Selfless Squire

Unburial Rites -> Incarnation Technique

Stealth Mission -> Benthic Biomancer

Thrummingbird - > Fuel for the Cause

Assure / Assemble -> Selesnya Charm

Knight of Autumn -> Battle for Bretagard

Druid's Deliverance -> Pest Infestation

Wilt-Leaf Liege -> Glare of Subdual

Jeleva, Nephalia's Scourge -> Veyran, Voice of Duality

Legion Warboss -> Laelia, the Blade Reforged

Ral, Storm Conduit -> Ashiok, Nightmare Weaver

Experiment One -> Gyre Sage

Jadelight Ranger -> Managorger Hydra

Merfolk Branchwalker -> Incubation Druid

Sweet-Gum Recluse -> Forgotten Ancient

Sharktocrab -> Zegana, Utopian Speaker

Uro, Titan of Nature's Wrath -> Prime Speaker Zegana

Roalesk, Apex Hybrid -> Tanazir Quandrix

Herald of Secret Streams -> Deepglow Skate

Nightpack Ambusher -> Arachnogenesis

Life / Death -> Tivash, Gloom Summoner

Cry of the Carnarium -> Essence Pulse

Filter Lands -> Thriving Lands + 5 Color Lands

Falta G para balancear

Reprint:

Quandrix Command , Draconic Intervention , Rip Apart , Venerable Warsinger , Daemogoth Woe-Eater , Daemogoth Titan , Incarnation Technique , Pest Infestation , Veyran, Voice of Duality , Laelia, the Blade Reforged , Tivash, Gloom Summoner , Essence Pulse

Strangelove on Storm Fury

2 years ago

+1 Mizuki_Minami!

+1 Crop Rotation... its cheap now! (I also think you should def play +1 Harrow)

+1 Impact Resonance... chunk.

+? Overblaze... more chunk.

+? Cerebral Vortex... maybe?

...more evasion!!!

+1 Lazotep Plating... this is so good!

+1 Sheltering Word... this is gonna gain you like 20+ life

+1 Simic Charm... yes plz

Refuse / Cooperate...

Insidious Will...

...Idk if you wanted to do this or not (it seems like you avoided Increasing Vengeance, etc.)... Idk if you feel like you need them, but just a heads up...

-1 Fling... because the sacrifice is a cost you can't throw Kalamax twice T.T

-1 Ravenous Gigantotherium... so fat... ur tokens step 2 so this is step 3... slow!

-3 Electrostatic Field/Guttersnipe/Murmuring Mystic... idk if I like these... you're not playing for pure storm and these don't trigger off copies.

-1 Hunting Pack... so fat... so slow? Also doesn't trigger off copies.

TempestArmor on Arcade Games

2 years ago

Looking good!

Your mana curve is so low that you don't need that much land (or ramp even really). Try swapping out a couple lands (and maybe a signet) for the following: Mentor of the Meek, Abzan Beastmaster, Sylvan Reclamation

Bring your price down, consider some cheap, instant-speed protection for your commander! You're drawing a billion cards anyway, you'll always have the mana to spare and probably will draw into at least one when you need it. I'm thinking of cards like: Blossoming Defense, Simic Charm, Mizzium Skin, Sheltering Light, Gods Willing, Valorous Stance

The following are also decent budget counter spells: Dissolve, Sinister Sabotage, Mana Leak

Ansachu on Simic Control

2 years ago

Very cool deck. I also see a problem. What if the opponent gets something good on the field? Counters won't help you then. For instance opponent plays Serra Ascendant on turn 1 and Martyr of Sands on turn 2. Then he will use martyrs ability, gets lots of life and attacks you with a 6/6 flying lifelink Serra Ascendant. You can't do anything with counters. A lot of aggro decks will bring good creatures on turn 1 and 2. How do you survive then?

I tried to make a similar deck, but I added Ice-Fang Coatl (with snow lands), Bounding Krasis, Simic Charm and Applied Biomancy to help against threats he has on the field already.

Oh and I also have to say.. the word is spellt pretty, not preety. It's pretty!!

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

2 years ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.

Protection

Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

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