After successfully drafting a pretty successful Simic deck, it seems like a good Simic constructed deck may be in order.
My goals with this deck were pretty simple: I want lots of ways to get +1/+1 counters on my creatures, and I'd like to be able to manipulate those counters for some useful purpose. The big combo I was looking for was Ooze Flux; if you can get three smallish creatures with Evolve (and counters), Ooze Flux is suddenly 1G: get a 3/3 creature, as the ooze creature entering the battlefield can re-evolve all your dudes. Another nice one is Zameck Guildmage, who can convert those counters into card advantage mighty quickly.
I also have a copy of Biomass Mutation, which is disgusting with counters - setting creatures to X/X happens without considering the counters on those creatures, so Biomass Mutation can get silly pretty fast with some decent board presence. It's an instant, too, so it serves as a pretty nasty combat trick in a pinch; instead of being a 1/1 with 3 +1/+1 counters on it, my attacking Experiment One is now a 4/4 with all those counters! Combine that with Ooze Flux's relatively easy way to generate a bunch of creatures, and Biomass Mutation is a brutal win condition.
Another nice combo is to use Ooze Flux or the Guildmage alongside creatures with Undying. Continually throw an Undying creature at your opponent, then when it dies, you just remove the counter and keep at it. As an added bonus, the Undying creature can trigger Evolve each time it returns from the dead, giving yet another near-endless supply of +1/+1 counters.
Here's the current form of the deck:
Creatures:
3 Cloudfin Raptor
3 Experiment One
1 Gyre Sage
2 Nimbus Swimmer
1 Primordial Hydra
1 Strangleroot Geist
1 Zameck Guildmage
3 Crocanura
2 Elusive Krasis
2 Crowned Ceratok
1 Fathom Mage
1 Vorapede
1 Sapphire Drake
Instants:
1 Biomass Mutation
2 Counterspell
3 Simic Charm
2 Mystic Genesis
Sorcery:
2 Increasing Savagery
1 Tezzeret's Gambit
1 Blessings of Nature
Enchantments:
2 Ooze Flux
Land:
1 Alchemist's Refuge
1 Breeding Pool
13 Forest
9 Island
Alchemist's Refuge is there to allow for some defensive Evolve tricks (Increasing Savagery is a fun one, too), and all the creatures are either good for generating counters or enhancing/manipulating those counters.
The biggest weakness of this deck is its general inability to deal with aggression. There are a few Counterspells to keep big, nasty creatures away from the battlefield and the Simic Charms have a nice variety of uses, but the Charms are the only removal in this deck. The goal is to overwhelm your opponent, so it's in trouble if they overwhelm you first.
Still, the few times that I've used this deck, it's a lot of fun. The Evolve mechanic can get really annoying for your opponent, and it's one of my favorite mechanics to play with, so I really enjoy this deck.
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