|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
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: Gain or .
: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Simic Keyrune Discussion
6 months ago
How do you feel about a green splash?
R/B are arguably the worst 2 colors for sideboards (with white then green being the best).
As for Tron, pick your flavor of land destruction. Crumble to Dust is my pick. They can win through almost any form of hate, even Blood Moon and Pithing Needle effects so you just need to be quicker than they are. Keeping them off Tron will makes things easier.
Your actually decently tech'd against burn with Izzet Charm , Rune Snag , Lightning Bolt and Remand . If you need something more Kraken's Eye or Dragon's Claw can work wonders. I'm a personal fan of Amulet of Safekeeping as it's useful for against many decks and great against Storm. I also like Fountain of Renewal since it can be played turn 1 and involves no additional investment, plus can be cashed in if it gets to a point its not needed.
As far as the graveyard decks, you could run Relic of Progenitus or Surgical Extraction without splashing. You could run Leyline of the Void but if you side it in you would have to commit to mulling for it. Sentinel Totem and Tormod's Crypt are decent as well.
8 months ago
I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.
I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.
For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .
Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.
Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.
Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .
1 year ago
Nice build there. My suggestions: Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage Animist Flip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.
1 year ago
I like the deck! As far as removal, there's always Devastation Tide and Evacuation and the one-sided Cyclonic Rift - but understand that last one will make you a target REALLY fast. Also see Nevinyrral's Disk just to get rid of pretty much EVERYTHING but Planeswalkers. For more land ramp, you can add a Terramorphic Expanse as well as the usual cadre of ramp spells (you're running green - go crazy with it) like Cultivate and Kodama's Reach and Seek the Horizon among others - just to thin your deck, so you're hopefully drawing answers instead of more lands. If you remove some of the creatures, you could easily make room for the mana ramp cards. Other cheap dual mana could include Simic Growth Chamber and Simic Guildgate if you want to save some money rather than diving straight for Breeding Pool expenses. And a Command Tower never hurts in a Commander deck - probably find one for around $1 (maybe cheaper) in a local shop. Could add some relatively cheap mana artifacts like Worn Powerstone or Mind Stone or Simic Signet or Simic Keyrune that will help things along the way, as well as something like Bident of Thassa for consistent card draw (of course, add things like Trailblazer's Boots (hey, EVERYONE has a nonbasic land or SEVERAL in Commander) or Whispersilk Cloak or Prowler's Helm to get them through - which will assist fatties late-game.
1 year ago
I have a rule: mono color decks run 32 lands.
2 colors run 34-36
3 colors 36-38
4 colors 38-40
5 colors 40-42 (42 only if no fetch/ramp effects).
mana rocks don't factor in to my calculations for minimum land inclusions, but to be fair, I usually only run sol ring, Chromatic Lantern, Thran Dynamo and the corresponding tri-color artifacts for 3 color.
For 2 color, I'll use the Simic Keyrune type rocks, but won't use them for 3 or more colors.
1 year ago
I experimented with Polymorph a while back. The biggest problem is that they remove your target as response so poly fizzles. To prevent this i played Simic Keyrune as that is the only poly target with hexproof (what i know of). Also, it technically only cost 1 to turn it into a creature as you can use its mana ability to pay one of the mana (the green if you go mono blue) Worked pretty well, but i havent seen it in any other lists.
1 year ago
Some changes I'd do and try out how they fare:
- Sol Ring (Illegal in our playgroup) run a dork instead
- Simic Keyrune - Play mana Dorks instead
- Vision Skeins - Play better draw spells for only you
- Flash Counter - Play better version of this
- Siren Stormtamer - Play better version of this
- Chasm Skulker - we don't synergize with this
- Tempt with Discovery - there's better ramp that's just for us
- Solemn Simulacrum - we are in green
- Creeping Mold - too expensive
- Pathrazer of Ulamog - Doesn't have a cast trigger, but we cast eldrazi
- Baloth Woodcrasher - We are not in limited or in landfall
- Scaled Behemoth - We are not in limited
- Gauntlet of Power - We are in 2 Colors
- Lightning Greaves - our commander is frequently not a creature
- Swiftfoot Boots - our commander is frequently not a creature
- Imprisoned in the Moon - the green one is better
- Song of the Dryads - Better than imprison in the moon. Binds everything until removed
- Doubling Cube - Should be very awesome with kruphix
- Nature's Claim - cheap instant speed removal
- Paradox Engine - we run counters and can keep our nonland mana so this should yield a lot of mana
- Vedalken Orrery - I think we like a lot of flash in this deck
- Teferi, Mage of Zhalfir - Flash for us and slowmo for the others? Yes please!
- Dispel - cheaper than flash counter. Maybe play Swan Song instead of it.
- Everflowing Chalice - bestest manarock to dump mana in
- Brainstorm - best draw spell ever
- Staff of Nin - draw a card a turn and kill some mana dorks
- Fyndhorn Elves - mana dork
- Heroic Intervention - Protect's kurphix and therefore our accumulated mana
- Simic Charm - same as interverntion
- Turn Aside - see above. might be one too many but hey. if it's too much protection run more dorks.
- Freyalise, Llanowar's Fury - she spits dorks. could be very awesome
- Jace, the Mind Sculptor - Brainstorm every turn and an alternate wincon in a lockdown situation. Best walker ever.
1 year ago
Zoetic Cavern seems decent as a morph to trigger Ezuri and then flip to serve as a land. Willbender is one of the best morphs for its ability to protect your stuff from targeted removal. Kheru Spellsnatcher is very mana intensive, but offers a very powerful flip ability. Ainok Survivalist is a decent piece of artifact/enchantment removal. Broodhatch Nantuko is a decent way to produce a bunch of tokens off of people attacking you. I really like Temur Sabertooth as a repeatable bounce outlet. I would also suggest Kodama's Reach and Viridian Joiner as some great pieces of ramp. Fathom Mage is an incredibly powerful card draw engine in any Ezuri deck.
I'm not really sure what Thran Turbine is doing in here. Simic Cluestone seems ok, but I like Simic Keyrune much better for its ability to turn into a difficult to kill creature that can accumulate counters. In this same vein, Lumbering Falls is a great land for this deck.
Check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. It may not have a morph package, but there are lots of great options for your deck.
Simic Keyrune occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%