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Simic Commander - Let the counters in

Commander / EDH Counters GU (Simic)

Shpalm


Maybeboard


The point of the deck is to have card advantage both in your hand and on the battlefield. While still being creature-based, my deck wants to be much more aggressive than the standard, toolboxy Momir Vig deck, taking advantage of the Experiment Kraj + Gilder Bairn + Vorel of the Hull Clade combo to create a green fattie with trample and swing with it, consistently winning around turn 8.

In the deck there is enough ramp to be able to cast Momir Vig, Simic Visionary no later than turn 4. With him on the field, it is really easy to play the main combo in the following two turns, thanks to them all being both blue and green. In between them, I like to cast a Prophet of Kruphix as well to accelerate things even more. As long as there are counters on them, Experiment Kraj can use the abilities of both Gilder Bairn and Vorel of the Hull Clade , basically quadrupling the counters on a creature for as low as 5 mana, as many times as you want. Since Kraj can also tap by itself, the combo can be reduced to simply Experiment Kraj + Gilder Bairn . My favourite creature to make big is Kalonian Hydra , but any creature with evasion and some starting counters, such as Primordial Hydra or Champion of Lambholt , will work just as fine. There are some more options (Genesis Hydra, Scute Mob, Fungal Behemoth) which have the problem of not having any form of evasion. This is quickly solved by having Bramblewood Paragon in play or Brawn in the graveyard.

With all this offense, how well do we deal with incoming threats? All creatures can be given hexproof and a cheap regeneration thanks to Asceticism, or simply hexproof by tutoring Archetype of Endurance. If any key creature is destroyed, simply take it back from the graveyard with Eternal Witness, even as many times as you wish thanks to Deadeye Navigator + Eternal Witness . If you like to annoy your opponent, then you'll love Deadeye Navigator + Mystic Snake and Fatespinner or, if you really want them to scoop up, try Sage of Hours - combos for infinite turns are listed below. If anything goes wrong, you are still gonna be able to keep some advantage thanks to the many draw options from blue, such as Prime Speaker Zegana, Arcanis the Omnipotent and Jace Beleren to name but a few, and to stall a particularly dangerous enemy creature with Kiora, the Crashing Wave while you pump up a creature of you own.

Infinite combos:

Deadeye Navigator + Master Biomancer + Sage of Hours - Infinite turns, for as low as per turn. As long as there are three or more counters on the biomancer, activating navigator's ability when soulbound to the sage will make sage come back to the field with 5 counters on him. Remove the counters, play another turn, repeat.

Experiment Kraj + Heroes' Bane + Sage of Hours - Again, infinite turns. At per turn, it's more expensive than the other one, but quicker to pull off, since Sage needs no more than one counter on himself. Tap Kraj to put a counter on itself and use Bane's ability to double its power - this will put Kraj at 6 counters. Use Sage's ability to remove those counters, play another turn, repeat.

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Revision 17 See all

(9 years ago)

-1 Azusa, Lost but Seeking maybe
-1 Boundless Realms maybe
-1 Brainstorm maybe
-1 Increasing Savagery maybe
-1 Kavu Predator maybe
-1 Protean Hydra maybe
-1 Telepathy maybe
-1 Wirewood Symbiote maybe
-1 Yisan, the Wanderer Bard maybe