Hello happy folks and I hope your day is going super mega well, and if not, it will be! Today I wanted to give you a fun Simic colored take on a brand newly printed Simic pricey lord named Koma, World-Eater! Let's look at him:
Here we go! Costing a rough seven mana with two mana of each color, but with an 8/12 trample ward 4 body, and cannot be countered which I love in a Commander this pricey since I want to rely on it resolving if I have waited this long. Then when it deals combat damage (easy in an 8 power trampler) you will make...let's see...four?!?!...Serpent 3/3 token Coils! Even one damage! I wanted to make sure that happened, so I felt that Voltron was a good sub-class, and since I have to build the infrastructure to cast a seven-cost Commander I should have more things to do with my mana later in the Big Stuff category. So, both combined seemed great here! Note the tokens are just Blue for color purposes like Inundate.
Ready?
Lands, Mana, Ramp
Let's start with ramp. I felt that the four-mana ramp were best here since they are card advantage and put you up two. I started with Skyshroud Claim since it'll drop duals and then the Battle Invasion of Zendikar does the same and then taps for mana on a 4/4 vigilance and haster on the back side. Wood Elves and Silverglade Elemental both ramp a nonbasic into play, and ramps untapped. The 4/4 Elemental is a bit bigger and also leaves it untapped. Love them here!
Let's turn to some weird stuff! The transforming Praetor will cost you 5 mana for a 6/6 on curve trampler and reacher. It ETBs and tosses two Forest lands into your hand. Then at sorcery speed you can mana sink 8 mana here to transform to the Saga that mills 10, Zombifies two, tosses seven counters of the +1/+1 nature on your stuff, and then gives your team the ability to fight and flips back It's great big mana stuff here! The equipment is also a dork that costs four for a 2/4 and equips for three. When it attacks, you'll make Green mana equal to its power...nasty. I have mana sinks here and there for it. L
Now let's turn to lands! I need to get my swing in with my leader and others, enter Rogue's Passage. I need flash, but it's hard to dedicate a card slot like Leyline of Anticipation, so how about the Simic colored land Alchemist's Refuge? I can tap it with two mana to flash stuff this turn.
I needed some duals to grab with Ranger's Path so I am running the Shocks and others, save for Tropical Island. The Green tapper hideaway ETBs tapped, digs four, and then you can tap it with a power to cast it for free if your total power is 10 or more, with 8 from my Commander alone before Voltron or others stuff?
The colorless legendary Standard legal land will choose a critter type and then tap for that number of dorks of mana for two to start. This is not a Serpent deck, but there are a few ones here and there, as well as five in one hit. I needed to ensure Green mana for ramping enter the other legendary land. I love the life loss card draw of the colorless identity one to tap with three to lose two and draw one.
Voltron and Big Stuff
Now let's turn to fun Voltron and Big Stuff! Leyline Axe from this set ETBs when you have it in your starting hand, and then costs four, has a three equip and +1/+1 size double strike and trample. A double striking with two triggers Koma sems nasty, enter the Fireshrieker too! I also tossed in kindred Aura Eldrazi eight-drop Eldrazi Conscription to pump +10/+10 and give it trample and annihilator 2. Uh oh!
Now let's turn to more kills. The two-cost equipment, equips our leader for three, seven others, will pump equal to land size...here with that ramping? That could easily be a hit one Commander Damage kill...as will the seven-cost Aura that pumps it +20/+20 and taps it when it ETBs...
Let's finish with pricey stuff! Nezahal, Primal Tide will ETB with a 7/7 body cannot be countered, stops your discarding, and when your foes cast noncreatures you draw. Then you can discard three to flicker it out and back it to keep it around. The Kraken Hullbreaker Horror costs seven too, has flash and cannot be countered either, just like Koma and Nezahal, has a 7/8 body, and gives your casts the ability to bounce a nonland or spell you don't control.
Synergies and Winning Conditions
Now let's turn to synergies and win-cons outside of Koma. The other version of our leader is here also seven mana, harder to cast 6/6 with the uncounterable and in each upkeep you'll make a free 3/3 Coil Serpent. Note that's every upkeep, not just yours for counting, and it's a Serpent and its tokens for Three Tree City. You can sac Serpent to tap something and it cannot be activated this turn or to give this indestructible. The Green equipment cost three, and equips for that too. It gives +2 power and trample. And then when it smashes face it'll make that many 1/1 Citizens! You can flood the board with chaff to swing with.
Power Fist costs two, equips for it too, and then gives it trample and when it deals combat damage, just like the Scepter above, something will happen equal to the damage done, in this case it'll grow in size permanently by +1/+1 counters. The just printed mythic Quilled Greatwurm will arrive with a 7/7 body and trample too for just six mana. Just like the equipment this will turn damage dealt into perma pumps in the form of counters, but for your entire team, not just it. Then you can pull off six to recast this! I'm sure you can see why they are here...
Now let's turn to equipment to project and smash in one hit. The three-drop equip two will give it both unblockable like Rogue's Passage and then shroud too. The flashable two-drop, equip three will equip when arrives, and then gives shroud for the turn and the unblockable permanently.
Now let's turn to support dorks! The Simic four-drop, ward 2, 2/2 will double your tokens that ETB the battlefield, loads with the Citizens and Serpents. I am running this over Doubling Season which would break the+ 1/+1 counters too since it's pricey. The seven-drop 4/6 reach legendary dork can be given indestructible permanently by sacrificing two other dorks. You can double your dorks size each combat!
I wanted a way to give my team evasion, so I tossed in Archetype of Imagination which gives them all flying and removes it, so they all basically unblockable. Then I wanted to cheaply give my tokens flying with Combine Chrysalis, which can tap to sac a token and leave you a 4/4 Beast at sorcery speed.
The sometimes 11-drop 2/15 which costs less for your total toughness so one with Koma out. It's got a 2/15 defender body and for four mana you can pump a dork's power, it turns cards drawn into it's toughness and can attack without defender. The Elder Dinosaur costs one more for a 12/12 trample that has reduced cost for your total power minimum two. The second take on it costs eight, no cost reduction for a 12/12 trampler that ETBs with an ability to you to drop as many dorks as you want for free to the battlefield!
Answers
Now let's turn to answers! Every deck that goes wide like this needs the ability to say...no thanks to removal, targeted or mass, or to save from a mass chump block - enter Heroic Intervention with both hexproof and indestructible given. Tyvar's Stand will give stuff to one dork and act as a mana sink to pump it too to win that game.
Since we are in Blue, I tossed in a few emergency counters. The cheap and splashable two-drop above counters everything and then you'll draw one and they two. I need mana here loads, enter Mana Drain. I also have ramp early, so I should have the mana later for six mana 1/1 flashing Illusion that counters and grows in size equal to that countered spell's cost. Then I am also running Mystic Snake, and Counterspell proper.
Now let's turn to removal! I tossed in emergency instant speed Beast Within, and then critter removal on a stick with Acidic Slime. Don't forget lands if your foe is abusing a Gaea's Cradle or Academy Ruins! Then I tossed in Naturalize on a stick Reclamation Sage. I wanted mass bounce sweeping spell ,and chose not to run the nasty and pricey Cyclonic Rift (although you will have the mana), instead just bouncing attackers with Aetherize.
Card Draw
Now let's turn to card draw five-cost sorceries! This former in Simic colors draws three and you can drop another land! The latter mono-Green will draw equal to your creature count. Note there is no "nontoken " language there for Serpents or Citizens. You'll gain that life for your big power stuff.
Return of the Wildspeaker will draw equal to your biggest power from non-Humans or pump them as a combat trick for a win out of nowhere. The eight-drop sorcery Last March of the Ents cannot be countered, and then you'll draw equal to your highest toughness and with Koma that's 12, and then drop any number of dorks to the battlefield. Since most of our high power also have high toughness that's nasty good here.
Last pair! The five-cost sorcery gives a dork trample, +3/+3 and converts damage done into that many cards drawn! The three-cost instant will also draw equal to combat damage, but doesn't pump or give it trample. Nice there!
Now let's turn to my deck!
Simic Voltron with Koma World-Eater | Commander | Abe Sargent
- Commander (1)
- 1 Koma, World-Eater
- Creatures (21)
- 1 Acidic Slime
- 1 Adrix and Nev, Twincasters
- 1 Archetype of Imagination
- 1 Craterhoof Behemoth
- 1 Draining Whelk
- 1 Ghalta, Primal Hunger
- 1 Ghalta, Stampede Tyrant
- 1 Hullbreaker Horror
- 1 Koma, Cosmos Serpent
- 1 Mulldrifter
- 1 Mystic Snake
- 1 Nezahal, Primal Tide
- 1 Reclamation Sage
- 1 Silverglade Elemental
- 1 Ohran Frostfang
- 1 Quilled Slagwurm
- 1 Tanuki Transplanter
- 1 The Pride of Hull Clade
- 1 Vorinclex // The Grand Evolution
- 1 Wood Elves
- 1 Zopandrel, Hunger Dominus
- Spells (29)
- 1 Aetherize
- 1 Arcane Denial
- 1 Bala Ged Recovery // Bala Ged Sanctuary
- 1 Beast Within
- 1 Counterspell
- 1 Cultivate
- 1 Explosive Vegetation
- 1 Farseek
- 1 Harmonize
- 1 Heroic Intervention
- 1 Hunter's Insight
- 1 Hunter's Prowess
- 1 Kodama's Reach
- 1 Last March of the Ents
- 1 Mana Drain
- 1 Migration's Path
- 1 Nature's Lore
- 1 Ranger's Path
- 1 Return of the Wildspeaker
- 1 Shamanic Revelation
- 1 Sink into Stupor
- 1 Skyshroud Claim
- 1 Tamiyo's Safekeeping
- 1 Three Visits
- 1 Tyvar's Stand
- 1 Urban Evolution
- 1 Colossification
- 1 Eldrazi Conscription
- 1 Invasion of Zendikar // Awakened Skyclave
- Artifacts (11)
- 1 Blackblade Reforged
- 1 Combine Chrysalis
- 1 Fireshrieker
- 1 Leyline Axe
- 1 Lightning Greaves
- 1 Power Fist
- 1 Scepter of Celebration
- 1 Silver Shroud Costume
- 1 Sol Ring
- 1 Swiftfoot Boots
- 1 Whispersilk Cloak
- Lands (38)
- 1 Alchemist's Refuge
- 1 Breeding Pool
- 1 Castle Garenbrig
- 1 Command Tower
- 1 Hedge Maze
- 1 Mosswort Bridge
- 1 Nykthos, Shrine to Nyx
- 1 Reflecting Pool
- 1 Rejuvenating Springs
- 1 Rimewood Falls
- 1 Rogue's Passage
- 1 Tangled Islet
- 1 Three Tree City
- 1 War Room
- 1 Yavimaya, Cradle of Growth
- 1 Yavimaya Coast
- 13 Forest
- 9 Island
There's my deck! As you can see, I have added two modal spells the bounce of Sink into Stupor and recursion of Bala Ged Recovery. Not many here, since I needed basics to tutor for. You might like Turntimber Symbiosis too. There you go! You could add in Doubling Season, Cyclonic Rift, Kona, Rescue Beastie, landfall card draw like Aesi, Tyrant of Gyre Strait or Tatyova.
Or more combat damage triggers like Bident of Thassa. Or Sylvan Scrying or Expedition Map to tutor that key Nykthos, Shrine to Nyx or Three Tree City to your hand. Gaea's Cradle or the flip one? Eldrazi Titans for big stuff. Sire of Seven Deaths?
I steered clear of the unfair feeling Time Walk effects like Time Warp but they do make sense here to win in a few hits of Koma. Thoughts? Or you could build Koma with Deep Sea Stuff like Serpent of Yawning Depths and Whelming Wave, this is very deep. Enjoy!