|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|Commander Anthology 2018 (CM2)||Common|
|Commander Anthology (CM1)||Common|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
Combos Browse all
, : Gain .
|Have (6)||, pskinn01 , metalmagic , ivaggione , Cosmonautilis , rockleemyhero|
|Want (4)||looneyclan , RIPConMan , SticeM , cardj10|
Simic Signet Discussion
1 week ago
You need more lands for sure. Conventional wisdom for lands is 35-40 lands (38 is considered the sweet spot; I like 36). One can go down in lands if you have a ton of one-CMC ramp, like Fyndhorn Elves , Elvish Mystic , Llanowar Elves , Boreal Druid , Birds of Paradise , Exploration , Utopia Sprawl , or Wild Growth , and to a lesser extent two-CMC ramp like Simic Signet , Rampant Growth , Farseek , Star Compass , Prismatic Lens , etc. At like 10+ ramp pieces you can start dropping the land count IMO. Even with eight ramp pieces I'd still recommend around 36 lands.
Looks like a fun deck otherwise! Flavorful and synergistic.
3 weeks ago
Changes made on 9/22/19:
IN: + Nature's Lore , + Talisman of Unity , + Talisman of Curiosity , + Mana Confluence , + City of Brass , + Flooded Grove , + Path of Ancestry , + Bountiful Promenade , + Mana Reflection , + Biomantic Mastery
The land and mana rock swaps were made to allow us to produce more green mana (in turn allowing us to donate more hippos). Signets removed in favor of Talismans because if all our lands can produce , a Signet would not help us give another hippo whereas a Talisman would.
Boundless Realms was removed in favor of Mana Reflection since Reflection costs less and can potentially provide extra mana the turn it is played. Also, Reflection doubles mana gained from nonland sources as well.
Mind's Eye removed in favor of Biomantic Mastery. Mind's Eye requires continual mana investment, and that mana could be spent giving out hippos. Biomantic Mastery has the potential to find our combo pieces and allow us to win the turn it is played.
1 month ago
These are musts IMO, then, I see you are running no ramp at all: Simic Signet , Azorius Signet and Selesnya Signet and since you are running green you have access to: Cultivate , Kodama's Reach etc etc, you could certainly cut off some creatures to make this bad boy even scarier, and in a more competitive way, there is Food Chain + Misthollow Griffin / Eternal Scourge since that will give you infinite draw and land drops. My version is by far any competitive, I made a Druid tribal EDH with him, so if you want to catch up some ideas, here is the list! :) Tales to be Told
1 month ago
Pretty solid deck so far. Since your commander has a higher CMC, I'd recommend running a few more mana rocks. I'd recommend Simic Signet , Talisman of Curiosity , Mind Stone , and/or Thran Dynamo . If you wanna spend a little extra, you can get Dramatic Reversal and Isochron Scepter . Those two cards plus a few mana rocks will net ya true infinite mana. I'd also consider Kumena's Awakening and Search for Azcanta Flip for flavor reasons.
1 month ago
NEVER BUMP WITH A GINGERFOLK.
I still have some questions that need answering.
1: How good is Delay ? If it Suspends 3 a target, After the last counter, what is the result?
2: What would be the current standing of the following?:
Those are my standings. Any objections, & why?
3: I dun suppose there is an Alt. For Demonic Tutor ? Just a thought...
- I added in a whole list of Allied Colored stuff to see if anyone gets my point. There's so much crap, even stuff ETB tapped is a bad idea. Any ideas for Lands that are good here on a deck entering play untapped? I really would like to know.
ETRA: Already loving Oko, Thief of Crowns & Garruk, Cursed Huntsman ! I wonder how good they can do in Superfriends; & I friggen love Oko himself. Any ideas for any of this? I wonder if anyone posts here anymore...
1 month ago
Ok, here we go;
Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO
Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.
Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.
Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.
Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness
Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.
Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.
Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.
AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.
That's 10 slots to work with.
First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.
Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.
This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.
Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting
2 months ago
iPhalanx1. For starters, the mana base. Obviously cut the gaea's cradle for something like Lotus Vale , or Lotus Field . Replace the fetch lands with the basic fetches like Evolving Wilds , Terramorphic Expanse , and even the panorama lands. Dual lands for cheaper dual lands, Tropical Island for Yavimaya Coast , or Botanical Sanctum
2 months ago
I mean, so with regards to self-mill Cephalid Vandal is a card I've been impressed with. Dredge creatures like Golgari Grave-Troll and Stinkweed Imp are also good to consider in addition to your Life from the Loam .
The biggest bonus of being in green is the color's access to one-mana mana dorks. Llanowar Elves , Elves of Deep Shadow , Birds of Paradise , Deathrite Shaman , Fyndhorn Elves and Elvish Mystic are all cards to consider. Simply being able to play a turn or so faster can make all the difference in the world. Similarly, Priest of Titania and Bloom Tender are great dorks, though being two mana does put them second-tier.
I've generally found that, in EDH, replacing 1-for-1s with 2-or-more-for-1s is a good idea. Force of Vigor is a new card I've been considering for my decks, and I think it's strictly better than Naturalize .
Have you considered Reanimate ? I notice that you aren't running it -- I think it's probably the best reanimation spell there is.
With the recent printings of enemy talismans, I don't think running Dimir Signet , Simic Signet and Golgari Signet is where you want to be. Talisman of Dominance , Talisman of Creativity and Talisman of Resilience are less awkward to use and cost the same.
Mana Confluence and City of Brass are important sources of colored mana once you're at 3+ colors. Additionally, fetch lands are at a premium. Though the Onslaught and Zendikar fetches can cost the same as a used kidney, slow fetches ( Grasslands , Rocky Tar Pit , Bad River , Flood Plain and Mountain Valley ) work as well and are WAY easier on the wallet.
You may want to get more card-draw in your list, too. Grim Flowering and Nature's Resurgence seem powerful in a creature-heavy list based around self-mill, but classic draw spells like Painful Truths , Thirst for Knowledge , Night's Whisper , Chart a Course , Ponder , Preordain and Fact or Fiction are also really strong here. I like that you're already running Windfall -- most people forget that card for some reason; it's like, REALLY good. Brainstorm is another card to consider, but it only becomes good with a lot of shuffle effects (see the aforementioned fetch lands).
I gotta go to work. Good luck man!
Simic Signet occurrence in decks from the last year
Commander / EDH:
All decks: 0.11%
GU (Simic): 1.61%
GWU (Bant): 0.76%
BUG (Sultai): 1.23%