Aggro Simic

by Darkvisor66 on 07 August 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (4)

Fog2xFog

Enchantments (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck was designed as an improvement over my previous Simic deck, Forced Evolution. In essence, it performs much more reliably and is geared more towards the Evolve mechanic than its predecessor.
Again, this is a Simic deck, so a lot of forethought is needed in order to control the game. Give it a go, ladies and gentlemen, and tell me what you think.

How to Play

As with all good Simic decks, the key is to provide resilience at first, often in the form of high-toughness creatures. Of course, Evolve will be the main drop in turns one and two, if at all possible. This facilitates high-toughness in doubling its potential. Simic decks are notorious for going wrong in the mid-game, which is why high-toughness creatures are needed. They provide a solid body against removal and can survive most aggressive combats in turns three through five. For the late game, high-power creatures are essential as they can further evolve your other creatures and are perfect for bashing through an opponent's defenses.
So basically, it's designed with resilience in mind in order to survive the mid-game tactics of aggro decks. Once they lose their momentum, the opponent will be left wide open for an assault on all fronts.
I've found that the most dangerous foe is anything built with control in mind. Control is problematic as it often manipulates your creatures, which are key to this deck. To best defend against this, keep in mind that a number of cards can either help avoid field-sweeps or outright benefit against it.
If the match-up facilitates the use of the sideboard, just use it. That's what it's there for.

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0280027

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Aggro Simic

Hi dude. I recomend Kalonian tusker as really good evolve trigger (3-4) You can use also strangleroot geist but this one will be rotation out from standard.
Give // Take - is really good card. In most uses it is for 3 mana 3x +1/+1 counters which give your creatures really big. Yea i see you have hunger of h. but morbid trigger in this deck is really unstable.
Master biomancer is must have in simic deck, because in late game you dont have threat for your oponent
Expetiment one is the best one drop evolve creature go for him.

Mana base is really low. If you dont have duals you need more lands like 23 because in lot of time you dont draw land you need for casting spells.
My opinion go for green cards and splash blue for the best cards.

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Posted 07 August 2013 at 10:57

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Good point. For the most part, I agree, except where the man base is concerned. With a deck designed to maintain field presence, the mana base is just fine at 21. The creatures are relatively cheap, the deck does not intend to swarm, and all support cards are very cheap. By turn four, the worse I will do in any ordinary game would be three mana of any colour. Because the distribution is 29/28, the mana actually present will at least be useable. Sorry if it sounds like I'm debunking your theory, but play-testing has resulted in me having to drop mana in favour of more creatures.

On the other hand, I like your green-base suggestions. The only thing is, I don't have access to trading for these singles, and I don't want to spend $20+ on a few boosters. I find that the current line-up is very reliable.
I really do like the idea of the Tusker, I have tried the Biomancer, while Experiment One just doesn't work as nicely as I'd like. It's a fine one-drop, but it's actually not resilient enough for my liking. I've found it is better to have a way of reviving my Undying Wolf by removing its counters for cards rather than removing the Evolve Ooze's counters for no real advantage. At least with the Wolf, I can reset it's undying from time to time. It also combos very well with Hunger of the Howlpack. Imagine that turn two 5/5. Not much turn two or even turn three removal can counter this.
While I truly do appreciate your suggestions, I feel that my current build is more suited to my purposes.
I had tried Biomancers, but they're not reliable enough. Fun though!

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Posted 07 August 2013 at 11:43

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To attack my own claim that Biomancers aren't cutting it: After trying them out in place of my Bioshifts and Fathom Mages, not only has my overall staying power become greater, but I feel that Simic has found its stride.
So, great suggestion earlier! At first, they didn't fit with the deck's purpose, but now I realize they truly define it. Thanks!

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Posted 09 August 2013 at 09:47

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http://www.mtgvault.com/moy/decks/simic-biomancer/ this is mine simic biomancer deck. I develope it every time if i saw some problem with play. Few cards can be changed. And depend with who you usually play. I think i add Blustersquall for finish attack and maybie cutting out syncopate because you cant cast it early because you must push out creatures from your hand for evolve trigger.

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Posted 09 August 2013 at 11:30

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