Simic Keyrune

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Simic Keyrune

Artifact

: Add 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.)

MagicMarc on The Scout is a Spy!

3 years 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.

TheVectornaut on Blue Green Something

4 years 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)

4 years 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)

4 years 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

5 years 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..

5 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

6 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

thundering1 on Survival of the Fattest

6 years 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.

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