Simic Signet

Simic Signet

Artifact

, : Gain .

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Simic Signet Discussion

Teeyou12 on muldrotha new

1 day ago

Cut the basic lands. Add pretty much any non basic in their place. This will let you mill your entire library with Hermit Druid. If you have Muldrotha out you then cast Thassa's Oracle from your yard to win the game. Or, with 3 creatures on board, you can flash back Dread Return.

A copy of Phyrexian Delver will let you form a back up hulk pile around the Mikaeus, the Unhallowed Walking Ballista combo by using Protean Hulk to find Delver and Viscera Seer, using the delver to bring back Hulk, sacking hulk to seer, and finding Mikaeus and ballista.

As for non combo related additions, Nihil Spellbomb is pretty much a strictly better version of Soul-Guide Lantern in this deck where you can recur them. Your only playing 9 peices of ramp in the deck with a 6 mana commander that seems to be your main value engine. I would recommend adding more with cards like Millikin and Deranged Assistant.Also run Simic Signet and the talismans in your colors like Talisman of Curiosity. ETB effects like Wood Elves and Elvish Rejuvenator may also be good. Your in green so mana dorks are very good. Elves of Deep Shadow and Arbor Elf in particular. Expedition Map may be worth playing due to your ability to recur it and find any land you want to your hand.

At 6 mana you also have to be able to protect your commander once she hits the board to keep from getting blown out. You have a few cards that do this already but Voidmage Prodigy is a very versatile card that can sacrifice itself and be recurred. Swiftfoot Boots is also a good effect for this.

As for general cuts, Avenger of Zendikar, Blood Artist, Zulaport Cutthroat, Tombstone Stairwell don't help you get to your combos faster, don't slow down your opponenets, and arent involved in any combos I can see myself. While Blood Artist, Zulaport Cutthroat can be used as replacements for Disciple of the Vault in your persit combo, they can't be included in the hulk pile and don't contribute to any of your other combos.

I don't think you need 3 edict creatures in the deck so maybe cut Merciless Executioner. If you find you need that density than keep it but its going to kind of be a dead card if you can cast one of the others from your graveyard already.

Chronic Flooding is a bit to slow IMO. I recommend Undercity Informer as both a sac outlet and a mill card, and/or Stitcher's Supplier.

I generally want my removal to actually get rid of the thing in EDH though it is worth noting you can use these effects to bounce your own commander to save it if need be. Aether Spellbomb and Seal of Removal are possible cuts but not neccessarilly. Recommend something like Shriekmaw or Executioner's Capsule if you do feel like removing it. Beast Within is also a good card, even if it doesn't synergize extremely well with your commander.

KaptnK on

1 month ago

Saw this deck list requesting help so ill provide some feedback here. First of all love the idea of winning with Eldrazi spawn tokens! I do feel though that you have too many creatures in the deck and could use some more utility spells to smooth out your games and push you towards your goal. I am not sure of your budget so ill try to keep that in mind with my feedback. Some ideas of this would be:

For your lands you look to be missing Command Tower which could easily replace a basic land. Additionally you could look to add the new triome lands Zagoth Triome to help with your colour fixing.

Finally you could look at some finishers like Overwhelming Stampede or Triumph of the Hordes to go with your "go wide" strategy.

Some general things to think about. You look like you need some more card draw and mana ramp (hence some of my suggestions above) but also need some additional removal spells to slow down everyone else while you get your army built.

Hope some of this helps!

TypicalTimmy on Through the looking glass

1 month ago

DemonDragonJ, carlmoores, Riku is an extremely difficult Commander to build around, because he needs a lot of support to get going. Firstly, he's 5 mana in three colors. Unless you're willing to drop hundreds of dollars on the lands alone, there's a very good chance you won't get him out on turn 5 without excessive ramp. So you might think you want to build in Sol Ring , Mana Crypt , Arcane Signet , Gruul Signet , Simic Signet , Izzet Signet , Mind Stone and others. These work fine and all, but the problem is you end up taking away slots from creatures and I/S spells. Riku wants to be out and copying everything, ASAP.

Often, the "best" route are mana dorks. These will allow you to get some sort of creature base to protect yourself with, and ramp into Riku and his ability, and later on if you draw into them they are not duds because you can now copy your dorks for even more mana.

You can't copy an Arcane Signet , but you can copy a Birds of Paradise . But now you open yourself to removal, particularly wraths. So, you need to cram as many counter spells into the deck as possible.

What this now means is you have a bunch of dorks being protected by a fistful of counter spells. The reason you want to do this is because you are biding your time to drop a few choice bombs into play to secure the winning position.

Drop a Kamahl, Fist of Krosa and pay into his ability a bunch of times. Drop a Hornet Queen with Esix, Fractal Bloom already in play. Copy Hornet Queen and turn all of your tokens into copies of your Scourge of Valkas . You can also use Myr Battlesphere or Avenger of Zendikar for this. You can also use Terror of the Peaks , Apex Altisaur or Burning Sun's Avatar .

Consider the following:

  • You know you want to use Riku
  • But you know you need ramp
  • So you know a large portion of your deck must be dedicated to ramp
  • So ramp with creatures, so you can use Riku
  • Now you can chain Riku and dorks together to bring out heavy hitters much, much sooner
  • Focus on ETB effects to deal damage and clear the way
  • Strengthen with Clone reinforcements
  • You can clone your bombs, and copy your clones to clone more bombs
  • When the dust settles, you're the only one left with creatures. Attack and win

For I/S spells, focus on two things: Counter spells and draw spells. You want to counter any and all wraths, as you want your boardstate to remain untouched. You also want to prevent removal on Riku if possible. The second part is draw, because you want to keep as many options open as possible. Drawing a single card per turn with Riku is a death sentence because you'll run out of gas immediately.

Riku wins through sheer, unrelenting brute force. So be smart about it, use ETB non-combat damage to clear the path and use your overbearing power and presence to hone in on singular opponents at a time.

Sure, spreading the love and hitting everyone for 12 damage is nice and all, but hitting one player for 36 and removing an entire player as a threat is far more beneficial.

Riku may be the ultimate Timmy Commander, but he absolutely plays like a Spike - he's there to win, not hold hands and sing kumbaya.

Flodder on Koma, Koma, Komaleon

3 months ago

Since you have access to green, I recommend using more land ramp, because lands are generally reliable and less likely to be removed.

Add: Sakura-Tribe Elder ; Farseek ; Kodama's Reach ; Wayfarer's Bauble ; Myriad Landscape ; Temple of the False God

Remove: Fellwar Stone ; Talisman of Curiosity ; Simic Signet ; Harvester Druid ; Island ; Forest

multimedia on Thunderbutt

4 months ago

Hey, good job upgrading the precon on a budget.

All players at some point have problems with mana screw; it's just part of the randomness of the game when playing more than one color. Ways to reduce the possibility of getting screwed with lands on a budget are slim because you're relying on basic lands, but there's some hope from nonland cards. The three Guild Signets: Izzet Signet , Simic Signet and Gruul Signet are more 2 drop mana rocks that are ramp you can tap any land to make two different colors of mana. Roiling Regrowth is less good Harrow ; more mana fixing with basic lands.

Of course upgrading the manabase with more dual lands: Bond lands, Shock lands, Filter lands, Pathways and less basic lands would help with color fixing. These lands can be expensive and there aren't a lot of good budget options: Shivan Reef , Ash Barrens , Evolving Wilds , Terramorphic Expanse .

Kalamax is nice with more lower mana cost instants that draw or filter: Brainstorm , Impulse , Manamorphose . Solve the Equation is a new card from Strixhaven; it's a tutor for any instant or sorcery. Return of the Wildspeaker is a powerful draw effect with Kalamax because it's going to have high power.

Storm-Kiln Artist is another new card from Strixhaven and it's a repeatable source of treasures which can be saced to make any color of mana. Artist has magecraft which is a busted mechanic with Kalamax because it triggers when you copy a spell. With Artist in your control + tapped Kalamax you create two treasures just by casting the first instant on a turn. If you combo with tapped Kalamax + a Fork this creates infinite treasures which is infinite mana. Prismari Command is an instant that can create a treasure token, two with tapped Kalamax as well as do other effects.


Some cards to consider cutting:

If interested I offer more advice. Would you like more advice? Good luck with your deck.

Omniscience_is_life on

4 months ago

One thing that'll help a lot is lowering the average cmc of your ramp. Cards like Arcane Signet , Birds of Paradise , Simic Signet , Golgari Signet , Farseek , Rampant Growth , Nature's Lore , and Three Visits should replace more expensive ones such as Sultai Banner etc.

Tarnoduds on Kumena, Tap Dancer of Orazca

4 months ago

Hey there! As a merfolk player in Modern, I've been thinking about a Kumena EDH for a while.

Since this is obviously a creature centric deck how do you feel about Beastmaster Ascension and, since its not only creature centric but also a tribal list, Coat of Arms ?

Also, maybe I'd go for faster green ramp instead of Simic Signet and Commander's Sphere (maybe the second one could be replaced for Arcane Signet if you feel like ramping with artifacts). Three Visits and Nature's Lore could replace those guys ( Rimewood Falls also lets you search for a forest island).

Dramatic Reversal is a good way to untap your merfolks, cheaper than Breaking Wave , and if you wanto to tap you'r opponents creatures for one last attack, Blustersquall can do the trick.

Finally, maybe a few board protection such as Heroic Intervention or Wrap in Vigor could go a long way for this list!

Cool idea for the commander! Let me know if any of my suggestions made it through the list!

multimedia on Kalamax

4 months ago

Hey, good job so far upgrading the precon overall on a budget. Some interesting expensive price card choices such as Ugin, the Spirit Dragon and Azusa, Lost but Seeking .

Ral, Storm Conduit is an excellent budget card with Kalamax. It's a source of many repeatable effects and it can be a win condition with Kalamax via damage with a Fork such as Expansion / Explosion . Return of the Wildspeaker is a $1 at CardKingdom and it's mode to draw based on the power of Kalamax can draw a lot of cards.

Instant Forks such as Reverberate are the effects that break Kalamax because they can put infinite +1/+1 counters on him which gives him infinite power and toughness. The way a Fork works with tapped Kalamax can be confusing since it uses the stack, but if you're interested to learn more about this powerful interaction I offer more advice about them.


Springleaf Drum , Holdout Settlement and Survivors' Encampment are budget cards that can tap Kalamax or any other creature you control to make any color of mana. Having ways to tap Kalamax without attacking is helpful because sometimes you can't attack or don't want to attack, would rather keep Kalamax to block, but you still want Kalamax to be tapped.

The precon lacks ramp. Not enough efficient low mana cost budget ramp sources such as Izzet Signet , Simic Signet and Gruul Signet . These two drop Signets can help to cast Kalamax with color fixing and ramp. Most manabases of precons are subpar with lands such as Rupture Spire and can be upgraded with more budget lands that enter the battlefield untapped such as Holdout Settlement , Survivors' Encampment , Yavimaya Coast , Shivan Reef .

I offer more advice including cuts to consider. Would you like more advice? Good luck with your deck.

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