Simic Growth Chamber

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Simic Growth Chamber

Land

This enters tapped.

When this enters, return a land you control to its owner's hand.

: Add .

kamarupa on Kamarupa’s Challenge

4 months ago

wallisface another, crappier option are the bounce lands, like Simic Growth Chamber that would allow a player to a put a Flood Counter on a land, then bounce it back by playing the bounce land for the turn.

artcwolf22 on Going beyond 40 lands if …

7 months ago

I generally advice against running over 36 lands.

My trick I've learned in commander (which i assume is the format you're speaking of) is not to run more lands but to run card draw

It took me many years to figure this only after experimentation.

If you have to up to 36, improve the rest with draw. The cycling cards, cycling lands, etc. will eventually get you the lands you need.

Since you have enough ramp, it seems to be the early game which is your problem.

The idea is that if you have two lands, the draw will get you cards you need immediately and provide functional value late game.

Besides that, if your curve is high, I personally think 2 (3 if it's really bad) bouncelands aren't as bad aren't as bad as people think. These tap for two mana but force you to return a land in place of like Simic Growth Chamber and Guildless Commons. You essentially pay an opportunity cost of 1 to guarantee 2 mana next turn. Bouncing a bounceland does suck, but the alternative of having less mana in your land pool is far worse.

Gidgetimer on How does Nissa, Who Shakes …

1 year ago

Nissa, Who Shakes the World has a triggered mana ability. The she makes is in addition to the mana made by the land. You will end up with after you tap Simic Growth Chamber for mana.

(I know that last part is worded a bit weirdly, it is because stuff like Mana Reflection exists and so technically you are still only tapping the Simic Growth Chamber for , but then the trigger is also adding .)

Be_Jamin on How does Nissa, Who Shakes …

1 year ago

The situation I am asking about is having Nissa, Who Shakes the World, a bounce land like Simic Growth Chamber, and Yavimaya, Cradle of Growth on the battlefield.

With Yavimaya, Cradle of Growth causing lands to be forests and Simic Growth Chamber tapping for a green and a blue, does Nissa, Who Shakes the World cause Simic Growth Chamber to tap for TWO green and a blue, or does Simic Growth Chamber simply gain the ability to tap for a single green?

jonjonhholt on That Simic Slime

1 year ago

I definitely agree that the counterspells feel out of place in the list. I think those are getting cut for more card selection/mill likely in the form of Otherworldly Gaze as its felt really good in testing. I think i could cut 2 slimes pretty easily but this is definitely meant to lean into the gimmick as much as possible so id like to avoid cutting any if i can. As for lands i think it could potentially use one or two more but you only ever need 3 mana and with the full set of Simic Growth Chamber, we hit 3 land drops pretty easily.

legendofa on Tap Lands

1 year ago

There are two main reasons I can see people using taplands.

First, they're generally very affordable. Some people can't or don't want to spend lots of money on their decks. Maybe they want to keep it below a certain budget, or they don't want to put in individual lands that are worth more than the rest of their deck combined.

Second, some do have some special utility. The Ravnica bounce lands, like Simic Growth Chamber, have a specific place in stuff like Cultivator Colossus combos and similar decks. Axgard Armory offers hard-to-counter tutoring, Hall of the Bandit Lord grants haste, Triomes are some of the most reliable color fixers not named Command Tower, and so on.

Yeah, taplands are slow, but they're cheap and easy to find, and there are plenty that do things besides make mana. They get outclassed quickly, but sometimes they're the right level of budget and utility for what a deck wants.

sergiodelrio on UG Land Screw

1 year ago

I think your Woodlot/skerry really want to be Simic Growth Chambers in this deck. You get to replay lands, which is what you want with your Explore effects anyway and they fix your colors.

Another land that combos nicely with Grazer is Crumbling Vestige, since it kinda etb untapped, but not sure how much sense that makes in this particular deck.

Nice brew, and happy brewing! +1

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