So a brief history of my play experience; it all started back in 6th grade during my early morning walks to school and lunch time in the library where we would sit and play some casual magic.I was given my first deck which at the time was a U/B Psychatog deck. Which I loved dearly. Over the time I built up a rather casual deck which basically went Captain Sisay+Cromat+Coalition Victory to win. Over the years I started playing standard and extended to an extent up until the end of Guildpact. From there life had moved foreward and I took a break until one day I had seen my friends had picked up the game. This was about the time of New Phyrexia/Innistrad. To help them learn the woes of every magic player I played a mono blue control deck to show them the pain of counter-magic. Fast-forward to about now I play mostly casual with some limited, but alas my time has become alot more limited. Thus we have decided to build a Commander(EDH) deck.
The Man With a Plan
So you are thinking of using our buddy Momir Vig, Simic Visionary, good for you. Now let us discuss if you think he is right for you.
To Play Momir:
-You enjoy elegant and long thought out turns
-You enjoy playing games around your opponents
-Can adjust quickly to any sort of circumstance
-Multiple solutions to any problem
-To lead an army
To Play Anything Else:
-Being eager and aggressive
-Impatient
-Careless
-Shorter turns with little or no thought involved
-You want a one man powerhouse
So if alot of the characteristics interest you, you may qualify for Momir. Otherwise look elsewhere. But if you choose to stay we will teach you in the ways of thought and growth.
As for other U/G options you have a couple of choices other than Momir.
Experiment Kraj the product of our friend Momir's intelligence combined with about a dozen or so others. He is a creature that feeds off others(like most oozes). He allows you to gain access to other creatures' activated abilities if they have a +1/+1 counter on them. We utilize him in this build but can be built around so you can have a giant Commander who basically just soaks up a bunch of activated abilities. With Gatecrash looming and the Evolve mechanic he may see more builds centered around this giant.
Up next is Edric,Spymaster of Trest, he is an interesting little elf. Instead of the traditional method of trading speed for power, this guy is fueled with caffeine. He basically wants to attack with a whole bunch of creatures to repeat this process by drawing into more friends and time. Also can be used as a pseudo group hug general(who doesn't like to draw cards) In my opinion the least fun out of the current generals.
Newer to the U/G general list is Prime Speaker Zegana, I myself have found wanting to cater to her more but she fits in here nicely as I can pretty much set her up with Momir. On her own she plays a mean general utilizing draw power with sheer power. Lorescale Coatl+Psychosis Crawler+Prime Speaker Zegana is a beautiful thing. All around a goodstuff general, plays similar to Momir to an extent.
With my natural affinity with Blue Magic I decided to make a deck with a Commander who could do what I want when I want. This let me remember a little elf named Momir. He basically let you tutor a creature when ever you played a multicolored creature. Access to abilities when I want them, check. But alas we only have finite resources with creatures. That is when my friend from the River of Styx showed up in Avacyn Restored, he allowed me to reuse ETB triggers if I payed him in enough mana. Now we have the unlimited resources we need, double check. But wait I could double my efforts of tutoring and ETB at once, madness you say, no just some slight engineering. With Wild Pair we are able to pull another helpful friend from the nether into physical manifestation. So now we get what we wanted at any time and then some. Talk about your BOGO!
Stratagem
So like many of the other Momir decks you want to cater to his greedy needs of fusing creatures together while also maintaining a strategic field presence. To do so we keep the creature count relatively high but make sure they have abilities that allow us to bend to the current situation.
Almost all of our creatures utilize the ETB trigger while Momir off the creature spell itself. While at the same time we can utilize multiple creatures via Wild Pair which to allow for a larger army and triggers.
For our early game we want to ramp up to our "tutor" General so we can utilize his expertise. Our static mana rocks we have Simic Signet and Simic Keyrune. We utilize our large creature base to curve our mana base. Using the creatures accomplishes a few things more synergy and the ability to re-use them by flickering. This allows us to get closer
our mid/end game.
Now as we progress a few turns or so, not has only our board evolved but so has our opponents. What happens here is we decide on two things; is it time for countermeasures or progress our strategy. If the opponent has begun to push out a little early we may want clean up the board a little bit while at the same time advance to our goal. Acidic Slime and Indrik Stomphowler do a fine job of cleaning up some of the board for us and can actually be reused later on if need be, while at the same time tutoring our next card for us. Mystic Snake is really a snake in the grass, counters a spell and replaces himself in hand and as well be can be flickered to counter alot of spells. Our hard counters are Mystic Genesis, Dissipate, and our signature counter Voidslime most of the time we save these for a board wipe/tuck/ or thievery.
So we ramped a bit, cleared and gained some ground back, what's next in the master plan. Well for starts we can choose to do a couple of things gain control of everything or just swarm the opponent and not let them recover(sometimes watching your opponents squirm for fun becomes your downfall, supervillians know this all too well). Starting with our creatures with Graft they allow us to move +1/+1 counters around if a creature hits the ground(opponents as well, have seen alot of thank yous for strengthening an opponents creature, looks harmless at first), this enables quite a few things; abilities, control, and power. Experiment Kraj allows for us to gain access to a world of activated abilities from opponents creatures or doubling our own if need be. Or he can just make our army bigger. Cytoplast Manipulator allows us to steal any creature with +1/+1 counter on it(see above for details), while Vigean Graftmage allows us to unlock the ability to untap and steal more friends or give us a blocker after an assault or even go infinite with our buddy Kraj Cytoplast Root-Kin allows us to give an added boost to all of our grafted friends. If more control is needed you have a whole army of utility creatures at your disposal from a mere Clone to utter removal like Terastodon. Basically if you still need time to push an opponent off your heels, tutor away. You have access to your library as basically your second hand.
Well you should now have some more control to the game, its time to have a little of fun. Deadeye Navigator and Conjurer's Closet allow us to reuse our ETB triggers, steal creatures permanently, or refresh graft counters(Root-Kin flicker for pain).
What you do from then on all depends on matchups and board state. Hopefully next update will involve entering the infinite(not turns).
Learning From Mistakes
Without further ado, the deck. All tips and tricks will be assessed and tested for. Just because it sounds crazy just might mean it will work all that much better.
I like the Tidespout Tyrant, Scrivener. Have to take a look around Lgs for both this week. Now my question is if Wild Pair triggers when Kederekt Leviathan ETB I still search out the Tyrant he gets bounced by the Leviathan correct?
I don't know what to replace it with, but Time Elemental seems really weak to me. You can replace it with a lot of things...
Syncopate also seems really subpar. I'd just go with Counterspell or Hinder or Dismiss. Or any other counterspell, really.
Psychic Spiral seems to be the only mill card you have. Perhaps either expand or eliminate the milling theme?
I forgot Wild Pair even existed. That is awesome. I'd make some changes to make sure you have multiple, common "This is a freaking answer" which seems to be the theme of the deck.
Edit:
Re: Leviathan, Wild Pair and Tyrant:
Wild Pair says when it comes into play, search. This means Tyrant comes into play, Wild Pair triggers and resolves, which brings in the Leviathan who would bounce everybody else.
Only reason Psychic Spiral was the was another Elixir of Immortality which would allow me to re-pair and re-tutor them back out as well as be a little damaging to an opponent in the process. And I should be ashamed of the Simic Sky Swallower its a perfect match for Vigor. Heck most of what you listed I agree on. Basically control in any form you want when you want. Might even change the name to "Any Way You Want It" lol.
So a quick questionHarrow or Explore in place of Realms Uncharted? Also with all of the +1 counters floating around in here is it worth running Inexorable Tide or any card with proliferate for that matter. And Doubling Season keeps sounding better.
So I used to play A LOT of Momir Vig. I retired the deck a while ago when I was attempting to get primer status. All of the writing and concentrating on the deck made me realize that I didn't love it as much anymore. Even though I haven't played it in a while I still remember a lot of nuances of the deck. 35 lands is far too few, I ran 38 and I always wanted more mana in every stage of the game. Take a look at my list in my signature if you have the time. My deck isn't really all that great but I might be able to inspire you as you have inspired me (I cant believe I never ran Sphinx of Uthuun).
A couple of suggestions:
Loaming Shaman is like Elixer of Immortality on a creature. Regal Force is an awesome card drawer. Crystal Shard is a great way to reuse your creatures. Trygon Predator is a tutor and a great way to remove things.
- Unless you are drawing an absolute crapton of cards, I feel you're going to have a hard time actually consistently hitting the extra land drop on Rites of Flourishing. Plus, I hate giving my opponents extra cards and land drops unless I'm playing a group hug deck, which this does not seem to be. I would up your lands to AT LEAST 37. I tend to start with 40 and then cut from there if necessary.
- I don't know how much of a creature toolbox you want this to be, but I think that you could move most, if not all of your ramp over into ETB/LTB creatures. Sakura-Tribe Elder, Farhaven Elf, Yavimaya Elder, and Wood Elves are all good options that should be easily tutorable, recurable, and otherwise abuseable.
- Skullclamp. Good with the above-mentioned ramp creatures. Good with so many creatures in the deck in total. Just flat out good. So good.
Loaming Shaman is like Elixer of Immortality on a creature. Regal Force is an awesome card drawer. Crystal Shard is a great way to reuse your creatures. Trygon Predator is a tutor and a great way to remove things.
I was running Trygon Predator for a bit, was just getting rough with him connecting for removal, but will retest him. Loaming Shaman like sounds an instant replacement for elixir. Also if you don't mind when I make a reference section may I use your build as a link?
- Unless you are drawing an absolute crapton of cards, I feel you're going to have a hard time actually consistently hitting the extra land drop on Rites of Flourishing. Plus, I hate giving my opponents extra cards and land drops unless I'm playing a group hug deck, which this does not seem to be. I would up your lands to AT LEAST 37. I tend to start with 40 and then cut from there if necessary.
- I don't know how much of a creature toolbox you want this to be, but I think that you could move most, if not all of your ramp over into ETB/LTB creatures. Sakura-Tribe Elder, Farhaven Elf, Yavimaya Elder, and Wood Elves are all good options that should be easily tutorable, recurable, and otherwise abuseable.
- Skullclamp. Good with the above-mentioned ramp creatures. Good with so many creatures in the deck in total. Just flat out good. So good.
Yea I think I may go the root of more of a creature toolbox for the ramp. Skullclamp and Fierce Empath sound like great additions to the team.Skyshroud Claim is alot better than Ranger's Path with coming into play untapped makes a world of difference. Tutors are a little pricey but will do some looking around, they are certainly needed for tucks and pulling win conditions together.
Thank you both for the much needed input. Every post helps to coming closer to perfection.
Main post updated with alternate generals(no Zegana yet until actual gatecrash), as well as link to XeroxedFool`s build for referrence. Tomorrow of to the local shop so any more ideas for then will be greatly appreciated.
So I'm not gonna write about Gatecrash cards till next weekend when I scoop up what I want from the set. But current considerations for anticipation are as follows Bond Beetle, Timberland Guide, and Forgotten Ancient. Oh how all creatures going infinite is going to be fun.
Also still considering Doubling Season and proliferate. Suggestions still welcome and please feel free to tell how it is, I ain't scurd.
Just a small suggestion-
two of the best creatures in my own Momir Vig deck are Glen Elendra Archmage and Woodfall Primus.
With Graft (and in WP's case, Oran-Rief, the Vastwood), you get multiple uses of these creatures.
The new Master Biomancer and Zameck Guildmage also turn both cards into easily reusable powerhouses
I recommend Doubling Season, but I took Proliferate out- it was more trouble than it was worth.
Also, Vigor is pretty awesome in a deck like this.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
Just a small suggestion-
two of the best creatures in my own Momir Vig deck are Glen Elendra Archmage and Woodfall Primus.
With Graft (and in WP's case, Oran-Rief, the Vastwood), you get multiple uses of these creatures.
The new Master Biomancer and Zameck Guildmage also turn both cards into easily reusable powerhouses
I recommend Doubling Season, but I took Proliferate out- it was more trouble than it was worth.
Also, Vigor is pretty awesome in a deck like this.
Yeah Doubling Season seems like a shoo in at this point. Especially with Evolve looming around the corner. As for Zameck Guildmage and Master Biomancer, we will speak of them in a couple of days :).
So been busy trying to grab some cards before the Gate Crashes this weekend(I know bad puns are bad). Need some help deciding what to remove from deck to make changes work.
Biovisionary- Alternate win condition, Infinite Reflection shall be reconsidered. For the mean time plenty of copy spells to achieve alternate win condition.
Simic Charm- Utility is the best to describe this, protects alot of cards all at once or can be a cheap and simple bounce, or if desperate more cards for Zegana.
Mystic Genesis- Replaced Counterspell, hate the increase in mana cost but the added creature in Commander should help trigger evolves nicely.
Simic Keyrune- Mana rock that can store our +1/+1 counters and at the same time shroud itself.
Prime Speaker Zegana- Generates us massive draws and with flicker seemed like an easy replacement for Biomantic Mastery. Pretty much a win condition on her own.
Fathom Mage- Massive card draw engine plus she likes what we do anyway, play creatures, shouldn't be hard to draw 4 without comboing.
One card I can definitely recommend for you is Fertilid. This thing can ramp like crazy with your +1/+1 counter subtheme. Even if you don't need the ramp, it's still another source of extra counters and/or deck thinning.
Also, how come you're not running Sage of Fables? You have a rather large repertoire of Wizards for it to give counters to, some of whom can use those counters themselves, and is also a second instance of Zameck Guildmage's second ability.
One card I can definitely recommend for you is Fertilid. This thing can ramp like crazy with your +1/+1 counter subtheme. Even if you don't need the ramp, it's still another source of extra counters and/or deck thinning.
Also, how come you're not running Sage of Fables? You have a rather large repertoire of Wizards for it to give counters to, some of whom can use those counters themselves, and is also a second instance of Zameck Guildmage's second ability.
At the rate im headed, it looks to me at any point I could swap Momir for Kraj, but the utility to fetch creatures is too valuable. Everytime I add a new card my first two thoughts have become 1. Can it hold its own and 2. How well does it interact with the rest of the team.
I like the idea of Fertilid and the fact blinking can reset counters or make Kraj search our deck as well. As with Sage of Fables her ability extends to our increased counts of wizards and gives us another draw engine.
Now I have Unexpected Results which could pose useful with our large count of creatures or just be a ramp. This one maybe just a test but a turn 4 big boy could be a decent impact.
Also with all of the +1/+1 counters in here Crowned Ceratok and Sapphire Drake make for some interesting ways to come at our opponents, thoughts on these two as well is appreciated.
History Lesson
So you are thinking of using our buddy Momir Vig, Simic Visionary, good for you. Now let us discuss if you think he is right for you.
To Play Momir:
-You enjoy elegant and long thought out turns
-You enjoy playing games around your opponents
-Can adjust quickly to any sort of circumstance
-Multiple solutions to any problem
-To lead an army
To Play Anything Else:
-Being eager and aggressive
-Impatient
-Careless
-Shorter turns with little or no thought involved
-You want a one man powerhouse
So if alot of the characteristics interest you, you may qualify for Momir. Otherwise look elsewhere. But if you choose to stay we will teach you in the ways of thought and growth.
As for other U/G options you have a couple of choices other than Momir.
Experiment Kraj the product of our friend Momir's intelligence combined with about a dozen or so others. He is a creature that feeds off others(like most oozes). He allows you to gain access to other creatures' activated abilities if they have a +1/+1 counter on them. We utilize him in this build but can be built around so you can have a giant Commander who basically just soaks up a bunch of activated abilities. With Gatecrash looming and the Evolve mechanic he may see more builds centered around this giant.
Up next is Edric,Spymaster of Trest, he is an interesting little elf. Instead of the traditional method of trading speed for power, this guy is fueled with caffeine. He basically wants to attack with a whole bunch of creatures to repeat this process by drawing into more friends and time. Also can be used as a pseudo group hug general(who doesn't like to draw cards) In my opinion the least fun out of the current generals.
Newer to the U/G general list is Prime Speaker Zegana, I myself have found wanting to cater to her more but she fits in here nicely as I can pretty much set her up with Momir. On her own she plays a mean general utilizing draw power with sheer power. Lorescale Coatl+Psychosis Crawler+Prime Speaker Zegana is a beautiful thing. All around a goodstuff general, plays similar to Momir to an extent.
For more information on Momir build's, aside from my own, are as follows:
XeroxedFool: Momir Vig, Simic Visionary(Updated for Banned list)
Miscalcul8edRisk:Momir Vig, Simic Visionary (1vs1)
History Repeats Itself
So like many of the other Momir decks you want to cater to his greedy needs of fusing creatures together while also maintaining a strategic field presence. To do so we keep the creature count relatively high but make sure they have abilities that allow us to bend to the current situation.
Almost all of our creatures utilize the ETB trigger while Momir off the creature spell itself. While at the same time we can utilize multiple creatures via Wild Pair which to allow for a larger army and triggers.
For our early game we want to ramp up to our "tutor" General so we can utilize his expertise. Our static mana rocks we have Simic Signet and Simic Keyrune. We utilize our large creature base to curve our mana base. Using the creatures accomplishes a few things more synergy and the ability to re-use them by flickering. This allows us to get closer
our mid/end game.
Now as we progress a few turns or so, not has only our board evolved but so has our opponents. What happens here is we decide on two things; is it time for countermeasures or progress our strategy. If the opponent has begun to push out a little early we may want clean up the board a little bit while at the same time advance to our goal. Acidic Slime and Indrik Stomphowler do a fine job of cleaning up some of the board for us and can actually be reused later on if need be, while at the same time tutoring our next card for us. Mystic Snake is really a snake in the grass, counters a spell and replaces himself in hand and as well be can be flickered to counter alot of spells. Our hard counters are Mystic Genesis, Dissipate, and our signature counter Voidslime most of the time we save these for a board wipe/tuck/ or thievery.
So we ramped a bit, cleared and gained some ground back, what's next in the master plan. Well for starts we can choose to do a couple of things gain control of everything or just swarm the opponent and not let them recover(sometimes watching your opponents squirm for fun becomes your downfall, supervillians know this all too well). Starting with our creatures with Graft they allow us to move +1/+1 counters around if a creature hits the ground(opponents as well, have seen alot of thank yous for strengthening an opponents creature, looks harmless at first), this enables quite a few things; abilities, control, and power. Experiment Kraj allows for us to gain access to a world of activated abilities from opponents creatures or doubling our own if need be. Or he can just make our army bigger. Cytoplast Manipulator allows us to steal any creature with +1/+1 counter on it(see above for details), while Vigean Graftmage allows us to unlock the ability to untap and steal more friends or give us a blocker after an assault or even go infinite with our buddy Kraj Cytoplast Root-Kin allows us to give an added boost to all of our grafted friends. If more control is needed you have a whole army of utility creatures at your disposal from a mere Clone to utter removal like Terastodon. Basically if you still need time to push an opponent off your heels, tutor away. You have access to your library as basically your second hand.
Well you should now have some more control to the game, its time to have a little of fun. Deadeye Navigator and
Conjurer's Closet allow us to reuse our ETB triggers, steal creatures permanently, or refresh graft counters(Root-Kin flicker for pain).
What you do from then on all depends on matchups and board state. Hopefully next update will involve entering the infinite(not turns).
Without further ado, the deck. All tips and tricks will be assessed and tested for. Just because it sounds crazy just might mean it will work all that much better.
1 Momir Vig, Simic Visionary
Creature x47
1 Wall Of Blossoms
1 Acidic Slime
1 Sphinx of Uthuun
1 Garruk's Horde
1 Deadwood Treefolk
1 Vigor
1 Indrik Stomphowler
1 Body Double
1 Biovisionary
1 Quicksilver Gargantuan
1 Psychosis Crawler
1 Experiment Kraj
1 Snapcaster Mage
1 Kederekt Leviathan
1 Clone
1 Chancellor of the Spires
1 Terastodon
1 Coiling Oracle
1 Deadeye Navigator
1 Mystic Snake
1 Yeva, Nature's Herald
1 Murkfiend Liege
1 Ivy Lane Denizen
1 Wistful Selkie
1 Phyrexian Metamorph
1 Mnemonic Wall
1 Plaxcaster Frogling
1 Lorescale Coatl
1 Eternal Witness
1 Timberland Guide
1 Simic Guildmage
1 Captain of the Mist
1 Cytoplast Manipulator
1 Vigean Graftmage
1 Cytoplast Root-Kin
1 Vorinclex, Voice of Hunger
1 Zameck Guildmage
1 Bond Beetle
1 Simic Manipulator
1 Fathom Mage
1 Prime Speaker Zegana
1 Oracle of Mul Daya
1 Loaming Shaman
1 Yavimaya Elder
1 Farhaven Elf
1 Wood Elves
1 Fierce Empath
1 Mystic Genesis
1 Simic Charm
1 Brainstorm
1 Dissipate
1 Voidslime
Sorcery x4
1 Urban Evolution
1 Creeping Renaissance
1 Spitting Image
1 Stolen Identity
Artifacts x6
1 Simic Keyrune
1 Ring of Evos Isle
1 Conjurer's Closet
1 Witchbane Orb
1 Simic Signet
1 Skullclamp
Enchantments x2
1 Asceticism
1 Wild Pair
Land x35
12 Forest
14 Island
1 Simic Guildgate
1 Thespian's Stage
1 Oran-Rief, the Vastwood
1 Novijen, Heart of Progress
1 Yavimaya Coast
1 Breeding Pool
1 Reliquary Tower
1 Alchemist's Tower
1 Simic Growth Chamber
Coming Soon
Consecrated Sphinx Wild Pair for Experiment Kraj and all around staple.
Sylvan Primordial Doesn't need an explanation.
Master BiomancerInfinite +1/+1 counter.
Seedborn Muse allows for you to always have a turn with Murkfiend Liege and Yeva, Nature's Herald.
2/03/2013
In:
Vorinclex, Voice of Hunger
Out:
Sphinx of Magosi
1/29/2013
In:
Loaming Shaman
Yavimaya Elder
Farhaven Elf
Wood Elves
Skullclamp
Fierce Empath
Oran-Rief, the Vastwood
Novijen, Heart of Progress
Oracle of Mul Daya
Fathom Mage
Timberland Guide
Bond Beetle
Simic Guildgate
Thespian's Stage
Simic Manipulator
Prime Speaker Zegana
Stolen Identity
Urban Evolution
Mystic Genesis
Wall of Blossoms
Simic Keyrune
Simic Charm
Zameck Guildmage
Psychosis Crawler
Captain of the Mist
Biovisionary
Ivy Lane Denizen
Out:
Elixir of Immortality
Cultivate
Realms Uncharted
Ranger's Path
Spine of Ish Sah
Archaeomancer
Forest
Island
Rite of Flourishing
Winged Coatl
Primal Cocoon
Ring of Kalonia
Forest
Island
Yavimaya's Embrace
Biomantic Mastery
Cackling Counterpart
Foresee
Counterspell
Elvish Visionary
Awakening Zone
Simic Sky Swallower
Cold-Eyed Selkie
Garruk, Primal Hunter
Hoverguard Sweepers
Phyrexian Ingester
Fungal Behemoth
1/5/2013
Out:
-Civic Wayfinder
-Recurring Insight
In:
+Rites of Flourishing
+Garruk, Primal Hunter
12/29/2012
Out:
-Knowledge Pool
-Cream of the Crop
-Trade Routes
-Trygon Predator
-Time Elemental
-Artisan of Kozilek
-Infinite Reflection
-Mwonvuli Beast Tracker
-Psychic Spiral
-Seer's Sundial
-Thicket Elemental
-Fathom Trawl
-Amass the Components
-Aether Mutation
-Devastation Tide
-Sages of the Anima
-Llanowar Elves
-Quicksilver Elemental
-Covenant of Minds
-Syncopate
-Mind Control
-Nulltread Gargantuan
In:
+Foresee
+Counterspell
+Primal Cocoon
+Awakening Zone
+Ring of Kalonia
+Ring of Evos Isle
+Creeping Renaissance
+Vigean Graftmage
+Cytoplast Root-Kin
+Sphinx of Magosi
+Elvish Visionary
+Deadeye Navigator
+Simic Sky Swallower
+Lorescale Coatl
+Plaxcaster Frogling
+Deadwood Treefolk
+Body Double
+Terastodon
+Cold-Eyed Selkie
+Cytoplast Manipulator
+Hoverguard Sweepers
+Fungal Behemoth
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
I don't know what to replace it with, but Time Elemental seems really weak to me. You can replace it with a lot of things...
Syncopate also seems really subpar. I'd just go with Counterspell or Hinder or Dismiss. Or any other counterspell, really.
Psychic Spiral seems to be the only mill card you have. Perhaps either expand or eliminate the milling theme?
I forgot Wild Pair even existed. That is awesome. I'd make some changes to make sure you have multiple, common "This is a freaking answer" which seems to be the theme of the deck.
Some random U/G cards I am a fan of that I didn't see... Deadwood Treefolk (redundancy), Phantom Centaur, Cold-Eyed Selkie, Duplicant (answers a lot of threats), Terastodon (blows stuff up), Simic Sky Swallower (you've got Kraj and Vig, but forgot this guy? For shame! :P), Memnarch (greed), Body Double (utility), Sakashima the Impostor (utility), Glen Elendra Archmage (softlock combo with Experiment Kraj).
Edit:
Re: Leviathan, Wild Pair and Tyrant:
Wild Pair says when it comes into play, search. This means Tyrant comes into play, Wild Pair triggers and resolves, which brings in the Leviathan who would bounce everybody else.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Thoughts, inputs, paranoia, etc., all is welcome.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
A couple of suggestions:
Loaming Shaman is like Elixer of Immortality on a creature.
Regal Force is an awesome card drawer.
Crystal Shard is a great way to reuse your creatures.
Trygon Predator is a tutor and a great way to remove things.
I would run Wood Elves over Realms Uncharted.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
- Unless you are drawing an absolute crapton of cards, I feel you're going to have a hard time actually consistently hitting the extra land drop on Rites of Flourishing. Plus, I hate giving my opponents extra cards and land drops unless I'm playing a group hug deck, which this does not seem to be. I would up your lands to AT LEAST 37. I tend to start with 40 and then cut from there if necessary.
- I don't know how much of a creature toolbox you want this to be, but I think that you could move most, if not all of your ramp over into ETB/LTB creatures. Sakura-Tribe Elder, Farhaven Elf, Yavimaya Elder, and Wood Elves are all good options that should be easily tutorable, recurable, and otherwise abuseable.
- Skullclamp. Good with the above-mentioned ramp creatures. Good with so many creatures in the deck in total. Just flat out good. So good.
- I think you are going to find you need other tutors besides your commander. Chord of Calling, Green Sun's Zenith, and Tooth and Nail are all very good, and Worldly Tutor is always an option. Oh, and Fierce Empath is so good. FInds your threats, draws you cards off Skullclamp.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
I was running Trygon Predator for a bit, was just getting rough with him connecting for removal, but will retest him. Loaming Shaman like sounds an instant replacement for elixir. Also if you don't mind when I make a reference section may I use your build as a link?
Yea I think I may go the root of more of a creature toolbox for the ramp. Skullclamp and Fierce Empath sound like great additions to the team.Skyshroud Claim is alot better than Ranger's Path with coming into play untapped makes a world of difference. Tutors are a little pricey but will do some looking around, they are certainly needed for tucks and pulling win conditions together.
Thank you both for the much needed input. Every post helps to coming closer to perfection.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Yeah Trygon has to connect and that can become a problem sometimes. If you feel that he isn't worth the effort then that is probably right for you.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
It was, can't believe I missed it on the list though, was actually Fungal Behemoth in disguise.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Also still considering Doubling Season and proliferate. Suggestions still welcome and please feel free to tell how it is, I ain't scurd.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
two of the best creatures in my own Momir Vig deck are Glen Elendra Archmage and Woodfall Primus.
With Graft (and in WP's case, Oran-Rief, the Vastwood), you get multiple uses of these creatures.
The new Master Biomancer and Zameck Guildmage also turn both cards into easily reusable powerhouses
I recommend Doubling Season, but I took Proliferate out- it was more trouble than it was worth.
Also, Vigor is pretty awesome in a deck like this.
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
Create a lock with Glen Elendra Archmage I like alot. Woodfall Primus I could see some decent use with for more removal.
Yeah Doubling Season seems like a shoo in at this point. Especially with Evolve looming around the corner. As for Zameck Guildmage and Master Biomancer, we will speak of them in a couple of days :).
As for land additionsOran-Rief, the Vastwood and Novijen, Heart of Progress seem like they could find a home here.
And for Vigor he has been here since day 1. He has always had a place in my heart.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Cloud of Fairies -> ???
Loaming Shaman -> Elixir of Immortality
Yavimaya Elder -> Cultivate
Farhaven Elf -> Realms Uncharted
Wood Elves -> Ranger's Path
Skullclamp -> Spine of Ish Sah
Fierce Empath -> Archaeomancer
Forgotten Ancient -> ???
Oran-Rief, the Vastwood -> Forest
Novijen, Heart of Progress -> Island
Palinchron -> ???
Oracle of Mul Daya -> Rite of Flourishing
Still no Glen Elendra Archmage or Woodfall Primus.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Wall of Blossoms- Replaced Elvish Visionary due to better interaction with evolve for the same cost.
Biovisionary- Alternate win condition, Infinite Reflection shall be reconsidered. For the mean time plenty of copy spells to achieve alternate win condition.
Psychosis Crawler- Added for the excessive draws with Prime Speaker Zegana, as another win condition.
Urban Revolution- Ramp plus card draw is really nice and replaced Foresee.
Stolen Identity- Another Phyrexian Metamorph, plus Cipher could pose very useful.
Simic Charm- Utility is the best to describe this, protects alot of cards all at once or can be a cheap and simple bounce, or if desperate more cards for Zegana.
Mystic Genesis- Replaced Counterspell, hate the increase in mana cost but the added creature in Commander should help trigger evolves nicely.
Simic Keyrune- Mana rock that can store our +1/+1 counters and at the same time shroud itself.
Prime Speaker Zegana- Generates us massive draws and with flicker seemed like an easy replacement for Biomantic Mastery. Pretty much a win condition on her own.
Fathom Mage- Massive card draw engine plus she likes what we do anyway, play creatures, shouldn't be hard to draw 4 without comboing.
Simic Manipulator- Cytoplast Manipulators big brother.
Bond Beetle- New combo piece for going infinite with evolve and a Wild Pair for the card directly above.
Zameck Guildmage- So much synergy with this guy, I have yet to regret see him at any stage of play.
Captain of the Mists- New test with the decent amount of humans in deck. He can basically tap down the entire field, once infinite mana is obtained.
Timberland Guide- Human and gives counters, seems like a great addition for the new evolve mechanic and when I get my hands on a Master Biomancer
Ivy Lane Denizen- Loves when we play green creatures, helps to raise our evolve and just spread the love all over.
Thespian's Stage- Great utility land enough said.
Simic Guildgate- Land fixing.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Also, how come you're not running Sage of Fables? You have a rather large repertoire of Wizards for it to give counters to, some of whom can use those counters themselves, and is also a second instance of Zameck Guildmage's second ability.
At the rate im headed, it looks to me at any point I could swap Momir for Kraj, but the utility to fetch creatures is too valuable. Everytime I add a new card my first two thoughts have become 1. Can it hold its own and 2. How well does it interact with the rest of the team.
I like the idea of Fertilid and the fact blinking can reset counters or make Kraj search our deck as well. As with Sage of Fables her ability extends to our increased counts of wizards and gives us another draw engine.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde
Now I have Unexpected Results which could pose useful with our large count of creatures or just be a ramp. This one maybe just a test but a turn 4 big boy could be a decent impact.
Also with all of the +1/+1 counters in here Crowned Ceratok and Sapphire Drake make for some interesting ways to come at our opponents, thoughts on these two as well is appreciated.
Thanks to Rivenor at Miraculous Recovery Signatures for this sick sig.
UGMomir Vig, Simic VisionaryUG
URBNicol BolasURB
BGWGhave, Fungus TribalBGW
WUBSydri, Galvanic GeniusWUB
Horde
Hydra Horde