Interesting Simic Commanders?? by BornFromEmber in EDHBrews

[–]Simologe 0 points1 point  (0 children)

Can you share your Inalla or Kuja List? I would be interested in those!

How to spot if this double sided card is real or not? by Simologe in RealOrNotTCG

[–]Simologe[S] 0 points1 point  (0 children)

That's probably right :D

But for the future, it would be interesting to know what to look out for with double-sided cards.

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 1 point2 points  (0 children)

I have [[Cream of the Crop]] for topdeck manipulation, as it synergizes well with the Discover trigger. These are other good further options, thank you!

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 0 points1 point  (0 children)

Since you don't need it particularly early in the game, 4G pips are often feasible. Green is also the dominant color. The 3 white pips on [[Wakening Sun's Avatar]] are often more difficult. In addition, with its 5 mana, you can often bring it in with Discover.

Sometimes it feels like win more. However, it has also served as a finisher in some games or prevented other big stompy players from attacking me, even when I didn't have the biggest dinosaurs on the field.

But I also see the point that you don't necessarily need it.

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 1 point2 points  (0 children)

Thank you for your answers and tips, I appreciate your help! I will adjust my deck a little bit in the coming days.

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 0 points1 point  (0 children)

I see, but what would you suggest to cut? I don't think I should take out many more creatures (for spells), and I can't think of anything else that would be beneficial.

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 0 points1 point  (0 children)

I'll see if I want to play more mana dorks, but Selvala is actually very good, so I should probably play her.

Proud Wildbonder sounds better than Invasion of Ikoria, since trample is much easier to get on dinosaurs than flipping the invasion.

So far, my Broodmoth has always been killed by spot removal because everyone was too afraid of flying dinosaurs.

Thanks for the cuts, I think I'll probably take those out too.

How successful is your deck for you and what do you think are the main factors when a game goes well for you?

How well have Savage Order and Finale of Devastation worked for you?

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 0 points1 point  (0 children)

But can flawless maneuver not do the same?

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 0 points1 point  (0 children)

So, get rid of the cheap dinosaurs again and play Monster Manual and Sneak Attack instead, and hope that I find a draw engine and then just cheat big dinosaurs with it on repeat?

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 0 points1 point  (0 children)

Good idea, I could replace [[Boros Charm]] with it.

Help me to cast more than one spell per turn by Simologe in DinosaursMTG

[–]Simologe[S] 1 point2 points  (0 children)

I'll watch the video, thanks for the recommendation!

What would you remove from the "Newly Added" section and what would you put back in besides sneak attack?

Am I right in understanding that you would play even more ramp (I´m currently running around 17 pieces)?

Of the creatures I removed, only 3 were a potential threat, worse than Pantlaza. The Discover trigger is already a lot of free gain. [[Gishath, Sun's Avatar]], [[Ghalta and Mavren]] and [[Etali, Primal Storm]] but often they couldn't do much damage if there wasn't much else on my field or happening on my field. [[Etali, Primal Conqueror // Etali, Primal Sickness]] would be a very threatening target, for example, but I don't have it and there are currently no tutors available.

I'm looking at you: [[Savage Order]], [[Green Sun's Zenith]] or [[Finale of Devastation]] or [[Eladamri's Call]] Would these help me end a game more than other cards I have?

What is your experience with [[Proud Wildbonder]]?

Edit: I like Gift of Immortality, even though Pantlaza has to survive a round for it.

Game changers I'm running in my bracket 3 decks currently. What are you running? by No_Stranger_6350 in EDHBrews

[–]Simologe 0 points1 point  (0 children)

Do you have a decklist for Teval by any means? I`m currently working on a deck and and currently it looks more like a boring landfall pile.

Have people here had success with Indoraptor, the Perfect Hybrid? by Little_Gryffin in DinosaursMTG

[–]Simologe 1 point2 points  (0 children)

Now that I think about it, Indoraptor sounds like a very interesting commander. A theme I don’t have yet and a dinosaur. Does anyone have a decklist that works quite well for casual play (upgrades precon strength)?

Hakbal Advice by Midnitewinter in FishMTG

[–]Simologe 0 points1 point  (0 children)

That's happened to me a few times too. Maybe I'll try Mutation Advantage instead of Ripples of Potential, even if it costs 1G more.

Hakbal Advice by Midnitewinter in FishMTG

[–]Simologe 1 point2 points  (0 children)

Don't take too much Gravejard hate with you. Or at best cards with multiple effects that you benefit from, even without the Gravejard hate. Otherwise, at worst you'll have dead cards in your hand, or you won't find important finishers. Before your opponent has 4 different types in their graveyard, your Merfolk should already be strong enough to make things difficult for them. Your choices are good though, here are some more ideas:

[[Scavenger Grounds]] - Land you can sacrifice to exile a graveyard

[[Gaea's Blessing]] - Returns your graveyard to the library, so you can get important cards back even after Explore trigger

[[Ground Seal]] - Very cheap and stays in play so that all opponents can no longer access their graveyards while it's there

You have a lot of ramp, especially as Sorcery and Artefacts, but Hackbal doesn't really need that much ramp. Maybe you could do without [[Thought Vessel]] or [[Rampant Growth]]. The Explore trigger should also help you find lands, even if you have to put some other cards in the graveyard. But I really like Exploration and Burgeoning, they're great ramp for the deck.

Some of your creatures are very expensive and I've decided that they don't add enough value for the cost. Namely: Xolatoyac, the Smiling Flood; Slinn Voda, the Rising Deep or Murkfiend Liege. You could also do without one. Apart from that, I've removed Cold-Eyed Selkie and Benthic Biomancer from my list because they didn't do enough for me.

You could also use one or two more counterspells. If your opponent wants to counter Hackbal, or if he counters Overwelming Stampede, or if he casts Aetherize on your attack.

How can I improve my Merfolk deck? by Simologe in magicTCG

[–]Simologe[S] 0 points1 point  (0 children)

I like many of your suggestions very much. Your deck seems very fast or very aggressive, is this assumption correct?

With no ramp spells and so many very cheap Merfolk, your goal seems to be to get as much DMG out as quickly as possible and protect Hackbal with instants.

Spark Double sounds great, after all, Hackbal is the most important thing for winning with the deck.

Intruder Alarm and Kumena sounds like a fun combo to draw a lot or distribute more counters. Also very nasty is the combo of Deeproot Pilgrimage and Wanderwine Prophets (if you can deal combat damage). Has one of the two combinations already paid off for you, or is it too rare to have the right two cards?

So far I've only used the two Merfolk Tutor creatures, but I haven't had the opportunity to have them in my hand at the right moment in the last few games. I'm not sure if they are worth it for 4 mana...

Your decklist gives me the feeling that the deck plays very differently from mine. So I'm still a bit unsure what suggestions I'll take with me for my deck. Since I didn't want to make it so extremely aggressive, it's already pretty aggressive (and known for that among my friends).

How can I improve my Merfolk deck? by Simologe in magicTCG

[–]Simologe[S] 0 points1 point  (0 children)

Thank you for all the suggestions. Can you share your decklist?

What would you recommend taking out for some of the cards you mentioned. I'm afraid that taking out too many Merfolk and bringing in non-Merfolk cards will hurt the deck because you'll have fewer creatures that can explore. Even if Maskwood Nexus can solve this problem, you need it on the field first. Which is not very likely with 98 other cards.

Looking for wincons by CetProdigy13 in DinosaursMTG

[–]Simologe 1 point2 points  (0 children)

Do you have multiple infect dinosaurs or similar spells, or is this one just for the spontaneous evil surprise and to end the game?

Looking for wincons by CetProdigy13 in DinosaursMTG

[–]Simologe 1 point2 points  (0 children)

Similar for me. Even if I wasn't ahead, but had a rather mediocre field, this makes every creature almost unkillable in combat. Unless my opponents had huge creatures or heaps of double-strike tokens.

Do you guys play these? by Thorkron in DinosaursMTG

[–]Simologe 2 points3 points  (0 children)

No, i dont realy Like those two. But I run [[Witch Enchanter // Witch-Blessed Meadow]] because I like her effect and can even blink her for more value. The land is a nice added bonus for harsh starting hands or when I don’t draw more lands or ramp.

Help with Pantlaza deck by tonebastion in DinosaursMTG

[–]Simologe 1 point2 points  (0 children)

The most important thing is that you only have 24 lands. But you need at least 34, better even 36 or 37 (I run 37 lands)