Simic Keyrune

Simic Keyrune

Artifact

: 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.)

Browse Alters View at Gatherer

Trade

Have (1) ryancav
Want (0)

Combos Browse all

Legality

Format Legality
Highlander Legal
Legacy Legal
Unformat Legal
Casual Legal
Commander / EDH Legal
1v1 Commander Legal
Vintage Legal
2019-10-04 Legal
Duel Commander Legal
Custom Legal
Modern Legal
Block Constructed Legal
Oathbreaker Legal
Pioneer Legal
Leviathan Legal
Tiny Leaders Legal
Limited Legal
Canadian Highlander Legal

Simic Keyrune occurrence in decks from the last year

Latest Decks as Commander

Simic Keyrune Discussion

MagicMarc on The Scout is a Spy!

16 hours ago

I like your deck. Looks like it would be a lot of fun for casual games. I also have some suggestions:

I would replace all the copies of Slippery Bogle with Paradise Druid . You get hexproof and can tap for colored mana. Which helps address your mana issues you mention in the description. And up the count of your Sylvan Caryatid s.
I would also consider replacing the 3 copies of Turn Aside with Muddle the Mixture . It counters instant and sorceries which would be the primary targets for Turn Aside anyways. Then it can also transmute for Spy Kit , Cream of the Crop , Sylvan Caryatid and Paradise Druid . (If you added it).
I would also suggest getting 2 or more copies of Fierce Empath which would let you tutor your giant monsters.
Then once you get them in hand you can use Retraced Image of course. Or put them on top of your library with Brainstorm for Mitotic Manipulation .
I would also suggest a mana rock if you continue to have mana problems whether or not you add Paradise Druid . Something like Simic Keyrune would be good since it can also transform into a hexproof creature for your combo.
I like Reason / Believe in your maybeboard too. Scrys and it can also put them into play with the Aftermath side. Synergizes nicely with the deck though not sure where you would cut until you even out your other issues.

Mcat1999 on Omniscience_is_life

3 weeks ago

Okay that combo sounds spicy! I'd love to learn it so I can playtest against your deck sometime.

Combos in my Kinnan deck!

Firstly, it's very important to get an opening hand with multiple manarocks and one or two lands. You can usually drag out your turns and be unassuming if you even take a one-land hand, as all you need are 2 lands to win the game. Truth be told, you can win the game with 0 lands if you get a Mana Crypt or even if you junk a land for a Mox Diamond into a Sol Ring . Either way, your goal is to land Kinnan, Bonder Prodigy on turn 2 with lands, allowing you to tap your rock for 2x mana to play a second rock.

For example, I love opening with a fetch land into Rimewood Falls as it's the only land that is forced to enter tapped in my deck. Then I can play a basic, tutor out Breeding Pool and shock it, or tutor out a Tropical Island . Seriously, T1 Rimewood Falls is an amazing start for the deck.

But again, you can drag the deck out to turn 3, turn 5, even turn 7. If opponent's see you doing nothing and failing to produce anything, they generally lay off you. Either way, your goal is to get one or two rocks out before Kinnan.

For example, suppose you have a Forest and an Island in play and you were fortunate enough to land a turn 1 Sol Ring . Kinnan turns your Sol Ring into which you can now spend into a Simic Keyrune which now pays for an Arcane Signet with which you can now pass the turn. And now you've got 9 mana sitting on the field when you untap on turn 3. That's some serious power. That's how you ramp into the Skyclave Relic or The Great Henge or Thran Dynamo super quickly.

Regardless, onto combos!

Brutalizer Exarch is the unsung hero of the deck. He ETBs and tutors out to the top of the deck. You want to find Deadeye Navigator . Wheel Kinnan - more on that in a moment - and pop DN into play. Deadeye now Soulbonds with Brutalizer.

Blink Brutalizer. Tutor out Nyxbloom Ancient and wheel into play. You've now used 16 mana, but you can easily have 21+ mana in play so don't worry about this.

It is very, very important not to tap out. You never want to tap out with Kinnan. Only put 7 mana in at once. If you have 16 mana you can produce, only produce 7 of it.

It is also incredibly important to never, under any circumstances, dump all mana into Kinnan at once. If you do, you'll fail. If I have 21 mana, that's 3x activations. If I announce I'm putting three activations on the stack and he's hit with a Path to Exile , I am absolutely screwed for the turn. However, if I announce I am putting 1x activation in, my opponent may still respond for the Path to Exile but I can now say "In response, taps rocks I activate Kinnan, Bonder Prodigy "

Now, even if Kinnan dies or is exiled, I at least got SOMETHING. In my example above, what happens if I do happen to get lucky and wheel into a Deadeye Navigator ?

Soulbond to Kinnan and pay and now he's no longer the original target of Path to Exile . ;)

Regardless, we aren't here to protect Kinnan! We are here to win! In the way Simic does best! CHEATING!!

Okay, so Brutalizer Exarch is in play. You tutored Deadeye Navigator to the top. You wheeled and blinked Brutalizer to find Nyxbloom Ancient and wheeled again. Jesus man. So that's like 23 mana. But like I said, you can produce mana exceedingly easily.

Hopefully you have at least some sources left open. If not, pass and hope your state remains in tact. Usually it will as most players typically need time to find answers and do not readily have them available at all times during the game.

Assuming you can go off, tap what you can and wheel again. Remember that Nyxbloom Ancient gives you 3x the mana, and Kinnan, Bonder Prodigy adds +1 of whatever type you produced to your pool. So if you tap a single Simic Cluestone for , you now produce 4x . So leaving open just 1 source of and one source of is usually enough for at least 1x wheel at this point. If you have several sources open, you're golden.

You need to stack your mana now. If you are tight on mana, wheel and prey to the Lords of Chaos that you get one of your 11 Clone creatures. Oh yes. Eleven. If not, blink Brutalizer Exarch and cheat one into play.

Progenitor Mimic is great and flashy, Mercurial Pretender is amazing to constantly blink in and out by himself, Vesuvan Shapeshifter is wonderful for upkeep changes, Vizier of Many Faces is perfect as he can be cast from the graveyard.

Copy Nyxbloom Ancient and enjoy adding 10x mana for each rock.

So where's this combo? Well this is the setup for the outrageous mana production you want to achieve. I try to get 3x Nyxbloom Ancient s in play, which yields 27x mana for lands and 28x mana for rocks thanks to Kinnan, Bonder Prodigy 's +1 ability. Oh, and a playset yields 81 - 82 mana ;) A single Mana Crypt gives you now 162 mana at this point... So yeah...

Most Nyxbloom Ancient s I've had in play at a single time were 5x. That's 243 on a land and 243 on a Simic Cluestone . Simic Signet is especially fun because it'll double both types of mana.

Okay, so where the hell is this combo??

Glad you asked.

Got your absurd mana production online? Good. Let's begin.

What if you have The Great Henge in hand, though? And you want to blow the boardstate up for free?

Alright alright, what about creatures though??

Ooh, spicy. Any more?

Yes.

Wait but they get 4/3 Sala---

Fine, but how do you plan on winning?

Alright but what if your creatures don't have haste so you can't swing in this turn?

  • Janky combo-mombo stuff
  • Blink Brutalizer and find yourself some clones, then start blinking the the clones or original copies of Craterhoof Behemoth and / or End-Raze Forerunners . They have haste, so they can swing the same turn. Be sure to choose who you are blinking and keep it steady. If you are blinking your Spark Double , keep doing so, so that your Craterhoof Behemoth doesn't reset after being an 168/168 or something. Make sure you have several copies in play that you are building up so you can take down all opponents in one swing.

It got a turn 2 win by getting Kinnan, Bonder Prodigy out super early thanks to a Mana Crypt and a Tropical Island which got me a Arcane Signet or something. Next turn I was able to pay for Basalt Monolith which goes infinite as it taps for but requires only to untap. So I am +1 each activation.

Spent 7x on a Chromatic Orrery which now means I produce infinite mana of any color, meaning I can wheel an infinite number of times. If I didn't like what I got (Such as a Craterhoof Behemoth too early), I can elect to not bring him out since it's a MAY ability.

And bingo-bango-bongo I won the game on turn 2.

As for Kinnan, Bonder Prodigy , his ability can be a bit costly. That's why we run Biomancer's Familiar to get his ability from down to down to down to and eventually down to just if you'd like, but I personally find this to be too much. Stopping at is wonderful as it saves a Clone and also gives you use for mana. Otherwise that mana is worthless.

Also Illusionist's Bracers , Lithoform Engine and Rings of Brighthearth are stupidly overpowered.

So yeah, that's the deck in a nutshell. :D!

And at no point do you even need Nyxbloom Ancient . It's more of a wincon if you want to go out flashy. Typically you win by good old-fashioned overrunning with trample and bodies.

It's surprisingly politics-heavy, as you can make deals to not blow their stuff up in exchange for protection from attacks or whatever. Like I can say that I'll take out a problematic Rhystic Study or Smothering Tithe by blinking or wheeling a Reclamation Sage , but I don't want to be attacked for a turn.

Stuff like that.

TheVectornaut on Blue Green Something

7 months ago

I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.

1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.

2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.

3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets  Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.

I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!

smackjack on Poly'Torn (RUG)

1 year ago

Another way to prevent your opponent to just remove your token in response to Polymorph is to use Simic Keyrune . Its one of few polymorph targets that has hexproof. It can pay for its own activating cost essentially making it cost 1 to turn into a creature.

Thraben Inspector could also be something to consider, as you can polymorph the clue token

smackjack on Polymorph Deck (Advice welcome)

1 year ago

The problem with Polymorph is that your opponent can Lightning Bolt your token in response to counter it. Simic Keyrune fixes this as its the only Polymorph target with hexproof. Raise the Alarm is an instant speed Dragon Fodder , and would make you less dependent on red mana.

APPLE01DOJ on Speed issue in new deck

1 year 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).

Green would give you access to stuff like Raking Canopy as well as Simic Keyrune which is highly valuable to your deck.

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.

Liliana's Caress is good against Hollow One but you could use Hurkyl's Recall or Echoing Truth against it.

Dissipation Field and Anger of the Gods can be good against Izzet Phoenix & Humans but you need to survive long enough for them to be effective. Damping Sphere can slow Phoenix.

blakeivey12 on Grandma, what big teeth you have..

2 years 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.

Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .

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 .

MrPiesGuy on Basic Simic

2 years 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.

This Is Why I Have No Friends ***RIP*** Pauper Bant Infect $25

Load more