pie chart

Simic best - Tatyova Ramp, Control & Combo

Commander / EDH Budget Combo Control GU (Simic) Infinite Combo Ramp



Simic is my fav combo - and this is one of my fav decks, i LOVE ramp

Check out my other EDH-Decks: Show

I first played a Simic deck with Arixmethes, Slumbering Isle as commander and it performed very well. It was a budget-ish seamonsters deck (deck:arixmethes-slumbering-seamonsters) with big ramp (on a stick with commander) and huge card draw. All in all a lot of fun to pilot, you are nearly always able to do something and you have impact on the game very often - plus you are really fast, believe it or not!

But then i was thinking about cutting some decks and that i rather want to play a combo deck and i think simic is such a powerful color combination and you have access to some really strong staples here - but will Arixmethes, Slumbering Isle still perform that well in an maybe even faster combo deck?

Tatyova, Benthic Druid is, overall, one of the top tier commanders in simic imho. She is a carddraw on a stick/in the command zone and has a lot of synergies with all the classic ramp spells. That makes a huge engine which is very important for this kind of deck.

  • Nearly every ramp-spell synergyses with Tatyova, Benthic Druid, this is why i avoid "classic" artifacts like the signet, talisman or locket. You more likely want to play the spells, that fetches you lands and/or brings them on the table like Growth Spiral and Kodama's Reach.

  • Burgeoning is one of the best cards in the deck - with lands in hand and Tatyova, Benthic Druid on the board you play a land plus draw a card (okay, and gaining 1 life) in each opponents' turn. This means very big ramp and card advantage, which is always important in a combo/control deck - which leads to our next topic...

So what do you want to do with this deck?

  1. at first you want to ramp hard! Try to get bid advantage within your mana base for your combo and controlly parts of the deck. A little bit of big colorless ramp (Thran Dynamo) will help and the huge Traverse the Outlands synergyses with the few big rocks we play in the deck.

  2. then you want to combo off as fast as possible (see combos...)

  3. while trying to fetch for your combo pieces you want to control the board with counterspells and interaction. Notice: we play many counterspells that are able to counter activated/triggered abilities like Voidslime, Disallow or the classic one-drop Stifle. This may be important in edh because of the big variety of interactions that may inhibit our key combos or because of some "new morph meta".

  4. at the same time you always want to generate card advantage with your commander (!) and iconic filters/advantages like Brainstorm, Preordain or Rhystic Study.

  5. protect your key parts with counterspells or staples like Lightning Greaves - mainly for our commander - or Heroic Intervention for our important permanents.

  6. recursion is another keyword we may need here because we heavily rely on many of our combo cards and their tutors!! We can achieve classic recursion with the Eternal Witness or with the way bigger Praetor's Counsel. Another way of recursion are our both big Eldrazi Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth. We can try to discard them with for example Careful Study, Compulsion or Cephalid Coliseum to shuffle back our graveyard to our library or we can try to cheat them in for their big bodies when needed or even to hardcast them for more value.

  7. REMEMBER: there are a few infinite mana combos in this deck and we hope that we have access to huge mana very fast in the game so big and expensive spells should not be a problem for us!

  1. Soulbond the Peregrine Drake with the Deadeye Navigator for infinite ETB, Altar of the Brood will then mill your opponents to death.

  2. Put either Pemmin's Aura or Freed from the Real on either Arixmethes, Slumbering Isle or Gyre Engineer for infinite (green) mana. This allows big spells like the Eldrazi for board presence or allows us to win with the big x-spells Blue Sun's Zenith or Stroke of Genius.

  3. Goblin Cannon will win too when on board and with infinite mana. We can pay for the ability "infinitely" and so it will resolve.

Assuming we started the game with huge ramp or we are midgame and survived long enough we now need to search the keycards out of our deck, because it's highly unlikely we just draw all of them in the right combination so fast (though it can happen of course).

I really hope this deck can perform good and i am very curious about the next weeks and months with testing this.

As you maybe noticed, i already put in a few cards from the maybeboard in the description - that is because i will very soon get them to finally finish this deck but i am also not 100% sure which card to put out in every case. So we will see what will come there.

I hope you like this deck too and thanks a lot for the visit!

Do i miss something important? What do you guys think? Suggestions are always welcome!!

Update 24.12.:

Update 24.03.:

Update 07.07.:


Updates Add


Top Ranked
Date added 1 year
Last updated 6 months

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

37 - 0 Rares

21 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.19
Tokens 2/2 C Creature Manifest, 2/2 U Token Creature Bird, C Token Artifact Food, Treasure
Folders EDH Decks - above Casual
Ignored suggestions
Shared with

Revision 3 See all

6 months ago)

+1 Mana Drain main
-1 Temple of the False God main