Simic Sprint

by idgit on 06 August 2013

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Pretty straight forward Simic Aggro, taking key advantage of the synergy of evolve and undying. This deck is meant for very fast play, hoping to end the game on turn 4, so it is VARY advantageous to go before u/w decks if at all possible just because it is rather dependent on creatures to fuel damage luckily with the right hand you can kill an unresponsive enemy before they have the mana to verdict.

The key idea of this deck is to set the board in the first two turns. However it does have a few cards on the off chance that you opponent manages to drag it out a while.

For now this deck is as complete as I can make it personally, I'll take advice for it seriously because I want it to be better than it is. I'm working on getting more of the split lands and I'm thinking of adding the gates, the only reason i didn't yet is because of how fast this deck has to move to win.

Considering the value of the deck it is a cheap yet effective deck that is rather simple. So far it has tested at FNM as 3-1, 2-2, and a 4-0. The main thing that kills it are black insta-kill cards, tho sometimes red damage does it too.

How to Play

I'm going to explain one hand in great detail because it is the ideal hand, granted I understand that everything I do is with an unresponsive player, I've seen this deck turn out like this in play.

My "God hand" consists of 1 Raptor, 1 Young Wolf, 1 Rapid Hybridization, and at least one mana of both colors. Honestly the other two cards in this hand are throw aways, usually I ask for mana, but I'll keep any hand that has this setup at least.

Turn 1: drop a blue mana, play Raptor
Turn 2: drop a green mana, play young wolf (evolve raptor), play rapid hybridization (sacrifice the wolf triggering undying immediately, wolf is a 2/2, trigger evolve on raptor. place the 3/3 token, evolve the raptor).

This is the best setup I've seen with this deck. It has given you a 3/4 flying creature on turn 2, but what's really scary is that if they don't answer any of this, you'll have 8 damage on turn 3. Around here the threshold for aggro is 10 life, meaning if I drop them below 10 in the first 5 turns I will usually win the game in the end.

An alternative hand that I'll play out is 2 forests, Experiment one, and strangleroot giest. Turn two this has a 1 damage advantage on the other setup, but turn three you will lose 4 damage, the only time this hand damages faster than the other is if I can miracle revenge turn 2. While I PREFER the other hand, I won't pass this one up if it comes along.

Guildmages are there to keep the undying alive, and avengers give you flash blockers.

Spell Rupture has saved this deck a number of times just because it can stop a person from destroying your creature base.

All other cards are mostly there to pump up your creatures on the off chance that neither of my favored hands are pulled

Deck Tags

  • Simic
  • Aggro
  • Blue
  • Green
  • Evolve
  • Undying
  • Standard

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 993 times.

Mana Curve

Mana Symbol Occurrence

0140032

Card Legality

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

Deck discussion for Simic Sprint

This is pretty much the exact deck I ran at FNM that made me fall in love with Simic to begin with... Minus the avenger. I ran two Biomancer's in that spot instead.

Still super solid. Great job.

0
Posted 13 August 2013 at 03:44

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thanks, the avengers were kind of added as fillers to try and keep the other stuff alive, i was originally going to use biomancer but he didn't have good synergy with undying

0
Posted 16 August 2013 at 02:11

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