Simic Growth Chamber
Simic Growth Chamber enters the battlefield tapped.
When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.
: Gain .
|Want (5)||xxxxxxxxxZombiexxxxxxxxx , hrockafeller , Saxatilis , weebshanama , Hollowdude711|
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|Commander / EDH||Legal|
Simic Growth Chamber occurrence in decks from the last year
- Root Maze, Karoo Land, and Amulet of Vigor interaction
- Prismatic Omen with Bounce lands
- Scapeshift, amulet of vigor, and bounce lands
- Does Contamination nullify the abilities of Crypt Ghast and Nirkana Revenant?
- Is discarding your hand part of the resolution of Manabond's ability or does it replace the discard effect during your end step?
Latest Decks as Commander
Simic Growth Chamber Discussion
23 hours ago
You're easiest way to mill your opponent is by simply getting two Kodama of the East Trees onto the field with your commanders alongside Ruin Crab then play a karoo land like your Simic Growth Chamber. To maximize the odds I'd add Hedron Crab and Guildless Commons for redundancy as well as tutors. I suggest Crop Rotation and Sylvan Scrying to find your lands and Chord of Calling and Defense of the Heart to find your crabs.
2 weeks ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.
4 weeks ago
ya your probably right
but last Saturday i was playing my Timmy temur deck
T1:i played a forest into Magus of the Candelabra
T2: i floated the green played Simic Growth Chamber
bounced the forest used candelabra to untap chamber
then casted Broken Bond on my buddies signet
put the forest back and then casted Sol Ring
T3: i played a mountain and then casted Skyline Despot
T4: i played Alchemist's Refuge and casted Seedborn Muse
leaving the rest of my mana open for Spell Burst & Voidslime
after this topic today i really can't help but to think
how cool it would have been to have Lighthouse Chronologist in my hand on Turn 4 in that game
idk i might even add it to the deck ive been needing more mana dumps anyways
1 month ago
I'm not trying to win with infinites because it's really a side wincon. The main goal is too thro rocks and if that doesn't work then I have side win cons. thank you for the suggestions it really dos help :D there is also an infinite that doesn't win on the spot it just makes infinite rocks. Toggo, Goblin Weaponsmith + Kodama of the East Tree+ any of these -> Gruul Turf / Izzet Boilerworks / Simic Growth Chamber
2 months ago
I would also consider running the bounce lands, i.e Simic Growth Chamber, as they are super good with him untapped. If you want to lean harder into this direction, you could go infinite with Sakura-Tribe Scout, Retreat to Coralhelm and two bounce lands, which are all good cards in the deck, regardless of going infinite :)
2 months ago
I use Scout to put out a bounceland, e.g. Simic Growth Chamber.
First question: Does Archelos make the land enter untapped?
Second question: Can I tap the land with both its own trigger ability and that of Retreat on the stack to produce mana?
If the answer to both questions is yes, then I should be able to make infinite mana if I untap Scout with Retreat and bounce the land with its own ability.
2 months ago
You might like these: Sanctum of Eternity, Temur Sabertooth, Vedalken Mastermind, Mimic Vat, Simic Growth Chamber, Stone-Seeder Hierophant, Expedition Map, Pir's Whim, Hour of Promise, Teferi's Ageless Insight, Beast Whisperer, Garruk's Packleader, Alchemist's Refuge, Portal of Sanctuary, Equilibrium, Tradewind Rider
3 months ago
At first glance here are some recommendations I have that would fit right in: Avenger of Zendikar, Dryad of the Ilysian Grove, Dockside Extortionist, Parcelbeast, Purphoros, God of the Forge, Risen Reef, Tireless Tracker, Sakashima the Impostor, Spark Double, Wayward Swordtooth, Burgeoning, Sylvan Library, Valakut Exploration, Finale of Devastation, Finale of Revelation, Farseek, Nature's Lore, Amulet of Vigor, Ketria Triome, Raugrin Triome, Oboro, Palace in the Clouds a few bounce lands such as Gruul Turf, Selesnya Sanctuary, Simic Growth Chamber. I also would agree with and multimedia. Fetch lands and shock lands are crucial to have in this build, as well as having the tutors that have been recommended.
I feel like you are very light on draw, so a lot of my recommendations point to that. Mutate Parcelbeast on Scute Swarm with Risen Reef in play = insane draw. Play more land cards are always great to have in landfall decks. I didn’t suggest this, but you could add a sub theme of flicker effects to abuse Omnath, Locus of Creation landfall triggers. Clone cards that can copy Omnath and ignore legendary rule to use as a triggered ability doubler can have overwhelming results.
If I can provide anymore assistance, feel free to let me know. Good luck with your brew!