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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Wild Shape
Instant
Choose on. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability.
- 1/3 Turtle with hexproof.
- 1/5 Spider with reach.
- 3/3 Elephant with trample.
to_regatha_and_beyond on Heroes of the Simic - Xtra Budget!
1 year ago
Wildsize is an easier cut as it doesn't really have any situations where I'd rather see that in my hand than something else. So many other spells in the deck do essentially the same thing but for cheaper.
Wild Shape is a bit trickier, as 2 of the 3 choices could be useful. However, there are better protection spells to run, and I've found that turning something into a 3/3 with trample is never as effective as it seems in theory. (Think about those spells like Pongify, the 3/3 with trample isn't much of a reparation.)
I personally have my doubts about Blighted Agent and Corrupted Conscience, but mostly with Blighted Agent. If you draw the agent and not the conscience, the agent will quite likely be counter-productive, as you'll spend cards and mana trying to buff it only for an opponent to remove it on their turn, and now you'll be potentially several cards down with no way to use the poison counters you've just given your opponent. Sure, Blighted Agent starts being really good if you cast it together with Corrupted Conscience, but on it's own it's not particularly useful, so I would cut it to avoid that possibility.
I would probably take out Return to Nature, I've found it to be a relatively weak removal spell and tend to have more luck with cards like Nature's Claim, but I understand that there are some budget concerns with that.
I'm generally not much of a fan of cards like Resculpt, 2 mana to get rid of a creature isn't that bad but your other removal options are a lot better since they also target your creatures. I would cut that for sure.
I would consider cutting Refresh. It's a good protection spell, but 3 mana is probably a bit more than the spell is really worth. Though this one could very much go either way.
The last cut is one of your basic lands. For the kind of deck you're running, you don't need 36 lands, 35 is probably a better number and maybe even as low as 34 depending on how your games tend to go. With all the card draw you have, you're way more likely to hit land drops even if you have fewer land cards. Plus, you have a good amount of ramp, and not that many expensive spells, so that's less of a concern.
So, in short, my cuts are Wildsize, Wild Shape, Blighted Agent, Return to Nature, Resculpt, 2 basic lands, and perhaps Corrupted Conscience and Refresh.
Good luck narrowing down the list further! Sorry I can't help all that much.
Color_pie14 on Heroes of the Simic - Xtra Budget!
1 year ago
to_regatha_and_beyond thank you so much for commenting! I am keeping this list as budget as possible, but I will be creating an altered version using less budget cards (like Double Major, Orvar, the All-Form, and Cyclonic Rift) after this list is finished. Wild Shape and Wildsize are definitely going on the chopping block, so thank you! If I may, what was your reasoning for cutting those two specifically, and would you suggest any others? (I have 13 agonizing cuts to make
Color_pie14 on Heroes of the Simic - Xtra Budget!
1 year ago
to_regatha_and_beyond thank you so much for commenting! I am keeping this list as budget as possible, but I will be creating an altered version using less budget cards (like Double Major, Orvar, the All-Form, and Cyclonic Rift) after this list is finished. Wild Shape and Wildsize are definitely going on the chopping block, so thank you! If I may, what was your reasoning for cutting those two specifically, and would you suggest any others (I have 13 agonizing cuts to make u_u)?
to_regatha_and_beyond on Heroes of the Simic - Xtra Budget!
1 year ago
My instinct would be to cut Wild Shape and Wildsize and put in Double Major and Orvar, the All-Form, or possibly a Vesuvan Duplimancy in place of either of those. Maybe change one of your islands for Mystic Sanctuary. Besides that, the list looks pretty solid to me. Given the amount of card draw you're running, a card like Rhystic Study or Archmage Emeritus wouldn't be necessary.
grimcase21 on Varolz, the Scar-Striped EDH - Competitive
2 years ago
If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.
Budget options
Tainted Strike - 2nd berserk (if you're ok with infect)
Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power
Not of This World - my secret tech, after you make it big it's free
Veil of Summer - with this style of deck protection is very important
Sylvan Safekeeper - free protection that they constantly have to respect Wild Shape - flexible, mostly used for hexproof or trample
Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.
Unmarked Grave - entomb #2
Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.
Bramblewood Paragon - play this turn 2, minor buff counter, and gives trample because Varolz, the Scar-Striped is a warrior
Rancor - buff and trample, you need to get through
Destiny Spinner - one of the few ways green has to fight counters
Solidarity of Heroes - 2 mana double the 12/13 counters
Wild Growth - it may not be a creature, but it does get our commander out on turn 2
Mausoleum Secrets - 2 mana instant demonic tutor, you sac a dork in response, go find Phyrexian Dreadnought/Death's Shadow, protection spell, or in 99% of cases that I use this one is Berserk
Non-budget additions
Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick
Sylvan Safekeeper - free protection that they must always respect, it's very good
Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.
Lightning Greaves - haste and protection, yes plz
Dismember - takes care of many of the early problematic targets
super non-budget
Hatred - 1 card win with commander
Necropotence - sculpt your hand for next turn kill
Cards that I would recommend reconsidering/taking out
Harmonize - a bit too slow imo
Arbor Elf - the amount of targets you actually have isn't enough to make it consistent
Asceticism - a bit too slow, you only care about the creature you scavenge on so in terms of mana efficiency something like Sylvan Safekeeper or Lightning Greaves
Quirion Elves/Devoted Druid - we want to go 1->3 mana, so we get our commander out on turn 2, this doesn't help to do that
ChrisHansonBiomancin on
2 years ago
Hey sweet idea. I feel like Symmetry Sage might be an underperformer here since there aren't any other creatures that benefit from 2 base power. Werewolf Pack Leader could be a good replacement since Delver gets you to pack tactics on turn 3 on the god draw, and Dragonsguard only needs one counter to trigger it as well.
Decisive Denial also seems like a solid upgrade over Concerted Defense since you have the colors and aren't doing a party deck.
It also might be worth considering if there are better things to do with the cantrip cards like Charge Through and Consider. Right now Dragonsguard is your only creature that really benefits from cards like that, given that Symmetry Sage's effect is redundant after the first trigger. Without Dragonsguard those cards are mostly just spinning your wheels, so you might be better off with more control elements or protection like Snakeskin Veil/Wild Shape.
Finally, you might want to cut some of the expensive spell-lands like Sea Gate and Turntimber and use basics instead, maybe Lair of the Hydra. You want your lands to come in untapped as much as possible in a deck like this and you're hopefully trying to win by turn 7, so the 7 cmc lands will only slow you down for the most part. Rimewood Falls is also worth consideration if you want more dual lands since it works with Vineglimmer Snarl.
I have a kinda-similar Simic tempo deck that I still need to update for Innistrad if you want to check it out for ideas - Flashless Flash (S22)
Omniscience_is_life on Help with Oko trickery
2 years ago
Omnibian, Scale Up, Wild Shape, Amphin Mutineer, Incubation / Incongruity, Ovinomancer, Ravenform, Resculpt, Sawtusk Demolisher, Swan Song.
If you have white: Secure the Scene, Reduce to Memory, March of Souls, Cavalier of Dawn, Angelic Ascension, and Afterlife.
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