Solemn Simulacrum

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Rare
Commander Anthology 2018 (CM2) Rare
Duel Decks: Elves vs. Inventors (DDU) None
Commander 2016 (C16) Rare
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Commander 2015 (C15) Rare
Commander 2014 (C14) Rare
2012 Core Set (M12) Rare
MTG: Commander (CMD) Rare
Mirrodin (MRD) Rare

Combos Browse all

Solemn Simulacrum

Artifact Creature — Golem

When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.

When Solemn Simulacrum is put into the graveyard from the battlefield, you may draw a card.

Browse Alters

Solemn Simulacrum Discussion

bregan9735 on Ruric thot, the unboned

6 hours ago

More mana generation would be good; stuff like Fyndhorn Elves , Birds of Paradise , Whisperer of the Wilds , Leafkin Druid , Domri, Anarch of Bolas , and Gruul Signet . Some good ramp options would be Cultivate , Kodama's Reach Skyshroud Claim , Oracle of Mul Daya , Solemn Simulacrum . You could always use some sacrifice outlets like Greater Gargadon , Momentous Fall , and Ashnod's Altar . Some equipment I like: Lightning Greaves , Tenza, Godo's Maul , and Fireshrieker . Other good voltron stuff would be like Bear Umbra , Wolfir Silverheart , and lots of other equipment. Guttural Response and Veil of Summer are good protection, Krosan Grip is the best artifact/enchantment removal, and Berserk is super good at just deleting someone.

multimedia on Neheb changes

5 days ago

If you're having problems finding answers then don't cut Gamble :) It's one of red best cards to actually find an answer by tutoring for it. Dualcaster Mage , Reverberate and Reiterate are helpful in multiplayer Commander because they can copy an opponents tutor.

Tectonic Reformation is an underrated red card for draw. One thing mono red has a lot of are Mountains and getting flooded happens. Reformation turns extra Mountains into draws. Repeatable cycling of lands for each is very good. I also suggest adding all the low mana cost draw in red: Faithless Looting , Light Up the Stage , Thrill of Possibility , Tormenting Voice , Wild Guess .

This draw/discard can help to find answers and be enablers for Feldon of the Third Path who can be good repeatable value in red especially with creatures such as Magus of the Wheel , Solemn Simulacrum . Torbran, Thane of Red Fell makes each red source do more damage which equals more life loss which makes more mana with Neheb. Comet Storm and Chaos Warp are pretty much a staple cards for mono red.

enpc on White's issues in Commander

2 weeks ago

Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.

On artifact removal

There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.

As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.

In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.

Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.

Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.

In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".

Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.

On Graveyard Recursion

This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.

Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?

So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .

Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.

As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.

Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.

On Other Colours

I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.

Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.

On Budget

While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.

The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.

But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.

On Other Players

Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.

And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.

So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.

NoSoyYucateco on Suck It, Sheoldred!

2 weeks ago

I think you need a bit more ramp to speed up the deck. You're playing green--why are you running the signet over more durable land ramp, especially when you only have 35 lands here? Rampant Growth , Nature's Lore , Cultivate , Diligent Farmhand , Wood Elves , Farhaven Elf , and Solemn Simulacrum are all cards I would pick before the signet. These will help you get Sigarda out sooner and give you staying power for the late game.

Also, if you're up against Sheoldred regularly, you might want to consider some more graveyard hate, like Scavenger Grounds , Tormod's Crypt , and Sentinel Totem . Sigarda will keep you from sacking but she won't prevent them from reanimating.

I would also swap one of your artifact/enchantment removal spells for Return to Nature , since it can exile something targeted by a reanimate effect.

Since you're aura-focused here, I would also think about Battle Mastery .

You also have virtually no draw here. Sram, Senior Edificer , Rishkar's Expertise , or Return of the Wildspeaker would all be great in this build. Even a Harmonize would do you good.

As for what you could cut to make room for some of these suggestions, I'd think about Flower / Flourish , Unflinching Courage , Dromoka's Command , Devouring Light , Indestructibility , Darksteel Plate , Bow of Nylea , and maybe one or two other targeted removal spells. You have a lot here.

AwesomeJMS5 on Yarok, the Desecrated

2 weeks ago

Risen Reef is a pretty cool option to play, I think. I'd also recommend possibly using Lotus Cobra and Solemn Simulacrum are pretty good ramping creatures, as well, to consider. Noxious Gearhulk has good destroy on entry effects. Also, Ob Nixilus, the Fallen can also become a huge threat given time. Rune-Scarred Demon is a great use for a tutor in the deck. Finally, Azusa, Lost but Seeking , if you're willing to get it, can help ramp like crazy as well.

I hope this helps.

Lemky24 on Life Gain Commander

3 weeks ago

Frozen AEther has very little synergy with the rest of the deck

Greater Auramancy the card is good and great enchantment protection but it is not needed here

Sphere of Safety not enough synergy for the deck, I would say good in a 20+ enchantment deck, otherwise just use Ghostly Prison or Norn's Annex

Hedron Archive the card draw is nice but you have card draw built into your commander, I would use the 3 cost mana rock that taps for 2. Worn Powerstone

Burnished Hart maybe, good ramp for your colors, but is just a maybe

Solemn Simulacrum very good, but I think you can have a better card in the spot, no real way to abuse/recure him

Vampiric Tutor great card but more of a legacy card. I would use Demonic Tutor which also has no card disadvantage

Mystical Tutor same as above, Merchant Scroll

Enlightened Tutor same as above Idyllic Tutor

Cut 3 lands (dont need fetches, they are nice but not a necessity Polluted Delta , Marsh Flats , Flooded Strand , Prismatic Vista , Silent Clearing )

Some notable cards I would include are Sphinx's Revelation , Suture Priest , Auriok Champion

Tenshi41 on Tariel's Reckoning

4 weeks ago

Looks like a good start. I feel like black is not adding a lot right now. Mabey adding a few more black good cards can improve this. Good black cards that I would recommend are Phyrexian Arena , Toxic Deluge , Reanimate and Merciless Eviction .

One thing I think you need is a way/ways to cheat out your angels. Right now, your CMC for creature is almost six, which is massive. Thing like Belbe's Portal and Quicksilver Amulet can allow you to play these huge threats earlier.

In addition, some of the best ways to ramp is land ramp, which you have very little. Cards like Solemn Simulacrum , Burnished Hart , Wayfarer's Bauble , Myriad Landscape and Knight of the White Orchid can help you get more lands into the battle and increase consistency.

Overall, looks like a great start; I enjoy building tribal deck and have an angle tribe deck with Gisela, Blade of Goldnight as the commander. Angles are a strong tribe, and black add many powerful cards to the mix.

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Solemn Simulacrum occurrence in decks from the last year

Commander / EDH:

All decks: 0.25%

Red: 0.74%

Black: 0.61%

Blue: 0.37%

White: 0.62%

Green: 0.12%

Golgari: 0.35%

GU (Simic): 0.46%

WB (Orzhov): 0.86%

UR (Izzet): 0.53%

Rakdos: 0.74%

WUB (Esper): 0.61%

RUG (Temur): 2.07%

RBW (Mardu): 0.44%

BUG (Sultai): 0.71%