
Simic Signet
Artifact
, : Gain .
Trade
Have (4) | Azdranax , metalmagic , orzhov_is_relatively_okay819 , ivaggione |
Want (4) | DJGam-G , szerek , KnutW , Lovet0209 |
Combos Browse all
Legality
Format | Legality |
Block Constructed | Legal |
Limited | Legal |
Casual | Legal |
Pauper EDH | Legal |
Tiny Leaders | Legal |
Commander / EDH | Legal |
1v1 Commander | Legal |
2019-10-04 | Legal |
Vintage | Legal |
Unformat | Legal |
Modern | Legal |
Pauper | Legal |
Leviathan | Legal |
Canadian Highlander | Legal |
Highlander | Legal |
Pioneer | Legal |
Oathbreaker | Legal |
Duel Commander | Legal |
Legacy | Legal |
Custom | Legal |
Simic Signet occurrence in decks from the last year
Rules Q&A
Latest Decks as Commander
Latest Decks
Simic Signet Discussion
DemMeowsephs on
No, that's not dead - it's resting (Arixmethes)
2 months ago
What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!
tiagompm on
Muldrotha "Super Budget" The Gravetide
2 months ago
Savage1988Thank you very much for the suggestions!
Some didn't even think twice! Crystal Vein was really forgotten!
I've tested the deck and you're absolutely right when it says it's slow so I added more rock. Simic Signet and Commander's Sphere were my choices.
I'm considering Kenrith's Transformation and Phyrexian Scriptures. Phyrexian Metamorph is a card that I love The Scarab and the Forty Thieves The most fun deck you'll ever play! But I am tempted to keep the value even though it is just over 2 dollars is not an essential card... But...I think...Som
Thank you very much for helping to evolve the deck!
Massacar on
Bant Enchantments
3 months ago
I would personally recommend running some counterspells and removal in the deck as it's currently very fragile to interaction.
Counterspell, Cyclonic Rift, Disallow, Swords to Plowshares etc.
Also I think some ramp (land and/or artifacts) could help as well as your progression is going to be very linear with this deck and could easily be outpaces by someone with a more aggressive mana base.
Cultivate, Kodama's Reach, Arcane Signet, Simic Signet, Azorius Signet, Selesnya Signet, Chromatic Lantern etc.
See also, Argothian Enchantress, Archon of Sun's Grace, Destiny Spinner, and Hanna, Ship's Navigator
Peoni on
Self Mil Graveyard Pull
4 months ago
I would include more mana rocks as I feel you might not have enough ramp to consistently support your curve. Arcane Signet, Dimir Signet, Golgari Signet, Simic Signet, Talisman of Curiosity, Talisman of Dominance, Talisman of Resilience, Fellwar Stone, Mind Stone, and Prismatic Lens are all good options. I would replace your Dimir Locket and your Golgari Cluestone each with one of the listed and then add in 4-5 more of your choice. You could also run spells like Farseek, Cultivate, and Kodama's Reach to both ramp and fix your mana.
An interesting card for your commander that you might like is Zur's Weirding. Benefits you the most since you don't mind if your stuff goes into your graveyard and you get to control everybody else's hand to net you an advantage.
Like your deck! Hope this helps. :^)
DemMeowsephs on
Arixmethes: Draw your deck
4 months ago
Hey there! I would recommend more ramp and some different lands! Maybe some of the following can be of use to you?
- Lands
- Yavimaya Coast
- Breeding Pool
- Misty Rainforest
- Botanical Sanctum
- Hinterland Harbor
- Flooded Grove
- Waterlogged Grove
- Skyshroud Forest
- Ancient Tomb
- Prismatic Vista
- Fabled Passage
- City of Brass
- Mana Confluence
- Reflecting Pool
- Exotic Orchard
- Strip Mine/Wasteland
- Forbidden Orchard
- Gemstone Mine
-
Now I understand some of these are bigger budgeted, but a good mana base is quite important in commander, and while you have a good landbase already, these could make it much smoother and help lessen the chance of mana problems! Not only that, but it is very important to have ramp, so you can play your deck faster. Around 7-12 ramp spells is the average, so I would recommend some of the following:
-
Ramp
- Exploration
- Burgeoning
- Birds of Paradise
- Talisman of Curiosity
- Sylvan Caryatid
- Lotus Petal
- Selvala, Heart of the Wilds (If you keep Arix as your commander)
- Kodama's Reach/Cultivate
- Sakura-Tribe Elder/Rampant Growth
- Farseek
- Arcane Signet
- Simic Signet
- Nature's Lore/Three Visits
- Emerald Medallion/Sapphire Medallion
-
Again I know that's a lot, but I would seriously recommend all of them, they are extremely helpful! Now I wouldn't recommend ALL of those, but maybe chose are 10 that stand out to you! Ramp is extremely important so definitely try it out.
-
That said, I have a couple more suggestions as well. Arixmethes is good, but I'm not sure how he helps with card draw or anything. Since you have a average mana cost of 4.40 (which is a lot) maybe Kruphix, God of Horizons could be a better commander? Or maybe something like Tishana, Voice of Thunder and Prime Speaker Zegana? I'm not sure but I think having a commander that relates to the deck could be a pretty good improvement. ALSO, since you want to draw out your deck, Laboratory Maniac and Jace, Wielder of Mysteries could be pretty good combos. If you have Leveler and one of these guys you instantly WIN which is pretty crazy! And if you have nothing in your graveyard, Paradigm Shift can have a similar effect. Maybe they are worth including? Oh and before I forget, Jin-Gitaxias, Core Augur and Thought Vessel are very fun in these decks :).
In the end let me know what you think! Did I miss anything? Or if you have any questions for me or want further help feel free to ask I'd love to help! If this does help be sure to check and support some of my decks: Double Trouble EDH, A Deal With the Devil EDH, and many others! Anyways though, hope this helps, good luck on your deck, and have a great day!!! Happy tapping!
Massacar on
Zaxara, The Infinite
4 months ago
Nice to see another list on this. I just "finished" drafting a Zaxara deck myself.
If I may suggest some things. I would try to clean up your land manabase a bit. Personally I don't like running tapped lands unless they generate some real advantage, otherwise you're just losing initiative. Path of Ancestry is one tapped land that might be worth the include here since you'll get the scry when casting hydras, as well as its manafixing. But I would drop the guildgates and the bounce lands. Also some potential cuts/swaps: Hinder for a Disallow or Dissolve, swap Chord of Calling for Green Sun's Zenith or Finale of Devastation, swap Bonder's Ornament Everflowing Chalice and Golgari Cluestone for Dimir Signet Golgari Signet and Simic Signet.
Let me know if you'd like feedback or not.
MTGBurgeoning on
Zaxara: Built by the MTG Burgeoning Community
4 months ago
Wow! You put some work into those suggestions!! Excellent! Here are the nonland cards that leapt off of the screen and right into my heart...and then the deck list:
Two other spells will be included, as suggested by MTG Burgeoning YouTube subscriber Me Geal:
I prefer Garruk's Uprising over Nylea, God of the Hunt. Both spells provide trample to our creatures, but Garruk's Uprising is more favorable due to its card-draw ability. Nearly all of our creatures will have power four or greater, and as a bonus, Garruk's Uprising is triggered by creature tokens as well. Each time Zaxara, the Exemplary creates a hydra creature token with power four or greater, we will draw a card if Garruk's Uprising is under our control. Drawing cards is more beneficial to us than Nylea, God of the Hunt's ability to give target creature +2 +2 until end of turn.
So this brings our total to 13 cards. Let's continue:
What if we add Diabolic Intent instead of Worldly Tutor?
Sacrificing a creature as an additional cost to cast Diabolic Intent should not be a burden in our deck, and we can put the card directly into our hand as opposed to on top of our library. Additionally, we can seek out any card in our library and not just a creature card and keep it a secret from our opponents by not being forced to reveal it. Diabolic Intent is, for all intents and purposes, Demonic Tutor #2.
What if we add Rampant Growth instead of Simic Signet?
By doing so, we dodge artifact removal, mass permanent removal and an overloaded Cyclonic Rift. The spells have equal converted mana cost and yield the same total amount of mana (if we include the land needed to activate Simic Signet to the basic land fetched-out by Rampant Growth).
What if we add Thought Vessel instead of Winding Constrictor?
The volume of cards and synergy among our +1 +1 counter spells are already strong in our deck. I sense that our ramp needs strengthening and with few deck slots remaining, necessity may outweigh desire. Thought Vessel helps us ramp and gives us no maximum hand size. We should be drawing a lot of cards, and we prefer keeping them in our hand over discarding down to seven.
What if we add Bloom Tender instead of Seedborn Muse?
I am unsure about Seedborn Muse. Currently we have eight instant spells officially in our deck list (including Cyclonic Rift and Assassin's Trophy) and without a flash theme and/or enabler, I wonder if the card slot dedicated to Seedborn Muse can be filled with a card more dedicated and/or focused to our theme. Bloom Tender ramps us and can help us cast bigger spells and seems like it's a better fit to the concentration of our deck.
What if we add Strionic Resonator instead of Hydra's Growth?
I am stubborn when it comes to auras. The threat of a 2-for-1 looms large whenever an aura is cast. Additionally, with respect to Hydra's Growth, we don't reap the major benefits of this spell until the beginning of our upkeep. This allows each opponent an opportunity to remove it with instant-speed and sorcery-speed spells before we can double the +1 +1 counters on our creature. For the sake of comparison, when we cast Pemmin's Aura targeting Zaxara, the Exemplary, the threat of a 2-for-1 exists at instant-speed only. If left unchecked, the payoff is enormous and most likely game-winning. I don't sense the same level of power from Hydra's Growth. Strionic Resonator interacts favorably with multiple spells in our deck and presents greater versatility than Hydra's Growth. As Hydra's Growth enchants one creature, Strionic Resonator synergizes powerfully with numerous cards in our deck.
What if we add Kalonian Hydra instead of Herald of Secret Streams?
Open Into Wonder is in our deck already and provides our creatures unblockability (owning it!) for a turn, and Herald of Secret Streams makes creatures we control with +1 +1 counters on them unblockable. This type of redundancy is favorable. However, if this is the last creature we're planning to add to our deck, I think perhaps we go in a different direction and add a previously suggested creature, like Kalonian Hydra. How about exchanging one potential win condition for another?
I do not have available copies of Nyxbloom Ancient or Mana Crypt. When copies become available they will be added to our deck. We'll find a way to make it work! These are powerful spells and would serve us well.
So that's 19 spells added to our deck list! Awesome!! There are, at most, five more spells we can include.
As for our lands, after we solidify and complete our list of spells, we'll check back and construct the land base.
Great suggestions! Thank you again and keep 'em comin;!!
multimedia on
Otrimi Plays Hard
4 months ago
Hey, nice budget upgrades to the precon: Sea-Dasher, Reconnaissance, Brokkos, and Triome.
Elusive Tormentor  Flip and Troll Ascetic are two budget creatures who you want to mutate with Otrimi. Tormentor for Insidious Mist when mutated with Otrimi makes a 6/6 hexproof, indestructible, unblockable, trample Beast. Discard a creature with mutate to flip Tormentor and recur that creature with Otrimi. The combination of hexproof and regenerate of Ascetic is powerful with mutate.
Hexproof is key and it's wanted because it protects the creature you're mutating to from targeted removal before it mutates and then after it protects the mutate pile so you can safely mutate again. Swiftfoot Boots can equip to any creature you control giving it hexproof.
( > = could replace)
- Elusive Tormentor  Flip > Vorapede.
- Troll Ascetic > Vastwood Hydra.
- Swiftfoot Boots > Phantom Warrior.
The manabase of the precon is not good and you haven't changed it much. The color fixing is not good enough to be able to consistently cast Otrimi. Needing three different colors and having 11x basic Forests is going to be problematic without more color fixing.
On a budget, a manabase change to consider is to add the Bounce lands: Simic Growth Chamber, Dimir Aqueduct, Golgari Rot Farm in place of other lands that ETB tapped. With Bounce lands have to return a land you control to your hand (bounce) and they interact well with a basic land to bounce. They help with color fixing since you tap them for two different colors of mana.
- Dimir Aqueduct > Dimir Guildgate.
- Golgari Rot Farm > Golgari Guildgate.
- Simic Growth Chamber > Temple of Mystery.
- Yavimaya Coast > Thornwood Falls.
- Ash Barrens > Temple of the False God.
- Evolving Wilds > Soaring Seacliff.
- Could cut 2x Forest, add 2x more Island.
More Signets can help with faster ramp and color fixing. Arcane Signet is great, but there's three other budget Signets to consider adding: Simic Signet, Golgari Signet and Dimir Signet (Ravnica version). A Signet is helpful since any basic Forest or any other land can be used to make two different colors of mana.
Shared Summons is a budget instant creature tutor that can put any two creatures into your hand. Jarad's Orders is another creature tutor that puts a creature into your hand and any other creature into your graveyard such as one with mutate to recur with Otrimi. Primal Empathy can be repeatable draw source or repeatable source to make Otrimi bigger. Season of Growth can be another repeatable draw source, any time you cast a creature for it's mutate cost targeting a creature to mutate.
- Shared Summons > Illusory Ambusher.
- Jarad's Orders > Cavern Whisperer.
- Primal Empathy > Mysterious Egg.
- Season of Growth > Mind Spring.
Good luck with your deck.