Category Archives: MtG Deck Building

Simic Aggro Thoughts

As you know from the previous post my Simic deck won last weekends Standard Showdown.

I also had that mini rant about basically the local meta being a bit stale with the same decks being played each week. The week before the pirate deck I came up with ended up mid table. I still have the mono blue mill to try in anger. Although it has been fun to play in the casual play.

But with all this in mind and partaking in the side of the game I really like, deck building. I’ve decided to rebuild the Simic deck with a different focus. My initial version of the Simic deck had a ramp element, and that is the side I decided to focus on and be a bit more aggressive.

But before I go any further it’s probably best I give my boiler plate get out of jail disclaimer for my decks.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.

Right with that out of the way back to the conversation about this “new” deck.

It’s going to feel odd playing with so many creatures now, and so few spells.

But with the theme being ramp and aggro, the Llanowar Elves had to be back into the folder, along with the Steel Leaf Champions. We all know the dream starting hand of 2 forests, a Llanowar and Steel Leaf in this type of deck.

With 8 creatures that can tap for mana, 2 cards in the sideboard that have the Convoke mechanic (creatures I control can tap to add mana to cast the card) and Growth Spiral I think I have the ramp side covered. Oh and Song of Freyalise will help with the ramp.

I went with Evolving Wilds over Open the Gates as my mana fixing because Evolving Wilds puts the basic land I fetch on the battle field tapped. While Open the Gates doesn’t, it goes to hand and costs a forest to cast. Plus I’m not playing Guild Gates in this deck. They are too slow. This deck needs to come out sprinting, not walking. Lands that come in tapped are therefore out.

This deck also has a plan to handle the aerial threat of flyers with the classic two for one Crushing Canopy. Whether I like it or not enchantments are apart of the meta. So this card allows me to handle both. There is also Sagittars’ Volley in the sideboard to handle those 1/1 weenie fliers.

I’m also playing some fog cards which hopefully will nullify an attack and leave it open for me to swing in with lethal. Or ride out the storm if sleep has been played.

Naturally with Carnage Tyrant and Nullhide Ferox I have creatures in place that combat control decks. There is also Thrashing Brontodon included as part of the anti-enchantments plan.

Impervious Greatwurm, the buy-a-box promo. Probably unplayable, definitely not competitive. But it’s a fun card, that with the ramp and it’s convoke could be cast easily. With that on the battlefield even Ghalta looks punny.

So that’s enough of justifying my decisions for this deck. Let’s look at the mana curve.

Would like it under 3 For the AMC but I’ll live with it. Fitting Siren Stormtamer into the deck somehow would bring it down. But that’s a card to try after some testing.

Here is the initial deck list. What would you take out or add?

Creatures:27

4 Llanowar Elves
3 Hydroid Krasis
4 Incubation Druid
4 Steel Leaf Champion
3 Thrashing Brontodon
3 Nullhide Ferox
2 Zegana, Utopian Speaker
2 Carnage Tyrant
2 Ghalta, Primal Hunger

Spells:11

3 Growth Spiral
3 Root Snare
2 Song of Freyalise
2 Crushing Canopy
1 Vivien Reid

Lands:22

2 Breeding Pool
2 Evolving Wilds
10 Forest
2 Hinterland Harbor
5 Island
1 Woodland Stream

Sideboard:15

4 Frilled Mystic
1 Carnage Tyrant
1 Impervious Greatwurm
1 Root Snare
2 Crushing Canopy
4 Pause for Reflection
2 Sagittars’ Volley

Winner,winner, Hydroid Krasis dinner

Friday evening saw an impromptu gaming session with Jonathan. Don’t worry this bit is going to be short.

Our first game of the evening was the current hotness (and at the moment Jonathan’s and mine prediction for game of the year! And let’s face it this game has set the bar pretty high for the others coming out this year.) Wingspan. I actually started off with a hand of all five starting cards, which meant no resources. All of the cards were one or two resources to play, plus the buzzard was a zero cost card to play. So my first action was playing that buzzard. Jonathan started off very slow, and never really did get a lot of birds out. But even so, the gap between our final scores wasn’t massive. I took the victory by five points.

Our second game of the evening was the Judge Dredd: The Cursed Earth game.

This is a licensed game that Osprey Games has produced using their other game The Lost Expedition as the starting point.

I liked The Lost Expedition (which I got at the UKGE last year) although it is brutally hard to beat.

In this update basically, we have a theme that I love (I’ve been reading Dredd for decades). And a theme that is being used by Osprey again later in the year when I believe they are releasing a Judge Dredd version of Wildlands called Judge Dredd Helter Skelter (and also why I’m selling my copy of Wildlands. I like Wildlands, but if I have to choose between a fantasy theme and Judge Dredd then JD wins).

The actual theme, art and storyline work very well together in this game. It would be fair the theme and art would have done nothing for Jonathan. It’s sci-fi. Not his cup of tea as us oldies would say.

Production wise they have got rid of the insert (that didn’t handle sleeved cards), added a storage box to hold the tokens and meeples that also acts as a divider in the box to help organise the cards. The cardboard tokens are a bit thin for my liking. I’d have liked something a bit thicker and robust. But at least the box now holds all the cards sleeved nicely.

You now have three modes of play. Solo, co-op and competitive. Which is nice. Jonathan and I only played a co-op game. It’s also nice that the game has that race element to it where you are racing the villains to get to Max Normal who is hiding in the Cursed Earth somewhere. Plus there is a mechanic where you battle a villain if you end up in the same region as them. Which we didn’t get to try out. We never caught up with the villains.

Having not played The Lost Expedition since the expo, we were rusty on the iconography. So we had to keep referring to the rules to refresh our memories on the ones we couldn’t remember but also on how the new icons worked also. The Psi icon was particularly interesting as a mechanic, and gave a hard choice. You would basically be adding an additional card to the encounters, but the choice was did you do it blind turning over the top encounter card and add it, or take a hit on Anderson (I think it was health) draw an encounter card each, make a case for playing the card you had drawn to be the one added to the encounter row over the other players card. Then adding the card decided by the players, discarding the other card. So a little control over your future!

Like it’s predecessor this game is brutal. But I enjoyed it. Need to try the competitive mode next.

Our final game of the evening was Hanamikoji. We rattled off four plays of this. It’s still a great, quick, two player game.

A great evening of gaming with one of my fav people to game with (the others know who they are) at a great host The Luxe Cinema. Who must have been fed up seeing me that day.

If you haven’t guessed the title of this post is a big spoiler for what follows.

Yesterday was Standard Showdown day once again.

I decided to play my Simic deck. The decision was mainly based on the lack of movement in the local meta. A minority of players are trying new decks. The majority are using the same deck week in week out, with the odd change once in a while. Which to be truthful is a bit boring.

There was only one game I felt a little guilt over. That was round 2 when I played a newish player whose deck really wasn’t competitive with the decks I knew most folks had. I think their deck was a slightly modified Planeswalker deck. It certainly wasn’t a fair match up against my deck. Counter, counter, smash. That’s my game plan. The guys deck was not going to disrupt that plan. It was a quick game.

Having won the first two rounds, I was worried about meeting Andy Hall in round 3. Or round 4 come to think of that. But John did me a solid in round 2 by beating him. A shock victory. But one that meant if I kept winning we would be unlikely to be matched up.


Round 3 did see me play against his son though (his son had won FNM the previous night). I wasn’t much concerned about this match up. I’d beaten it previously with this deck. I thought it’d go 2-1. But I aced it with a clear win.

The final round was against John and his merfolk deck. This could have gone either way. Probably the least confident of winning for the day. Plus there was a little pressure to win. If I lost, then it would be all down to the WotC algorithm once again to decide the top four or five. And based on it’s workings I wouldn’t finish top. I needed a win.

Game 1 I won comfortably. Game 2 was quick and John’s deck just overwhelmed me before I could counter anything or get bodies out. We had a decider. Which went my way. I got to the start of an oppressive board state. That had oozes out that were growing quicker than his merfolk, Krasis on the board, counterspells in hand. And mana.

Unusually Vivien Reid actually hit the battlefield four times yesterday, and got me creatures, and just as important allowed me to trigger her ultimate. So I had that emblem out. I hardly get to play her, having just the single copy in the deck. So it was nice to get her out and doing her thing.

I was the only undefeated player yesterday. And I think it’s the first time I’ve gone undefeated also.

There was talk about levelling the playing field out so some of the really new players could take part. The idea of just welcome packs, or just Planeswalker decks were floated. But there is in about 3 weeks a natural time to do something like this when the new Challenger decks come out. So that weekend will be Challenger decks only I believe.

Standard Showdown Stats

Standard Showdown Participants: 10

Rounds: 4

Round 1: Kar-Fai (Red burn/aggro)Win 2-0

Round 2: Win 2-0

Round 3: Nathan Hall (Golgari)Win 2-0

Round 4: John (Simic merfolk) Win 2-1

Record: 4-0

Final Position: 1st

Prizes: 1 participation pack, 2 boosters for winning and a Standard Showdown pack (foil Assassin’s Trophy inside).

A hoy there my hearties


Before I present the deck list and my “analysis” of the deck here is my get out of jail disclaimer about these decks.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.

Sufferer’s of this blog will remember not too long ago, a couple of Standard Showdowns back, I played the daughter of the owner of the FLGS in one of the rounds. She had constructed a pirate deck the evening before that needed some work. There were a few one of’ s, which meant it wasn’t consistent.

I liked the idea/theme of the deck. It just needed some tinkering. So I’ve done some tinkering and come up with a Dimir Pirate Aggro deck.

Like my friends daughter I will be using Hostage Taker and Forerunner of the Coalition. Although if memory serves me rightly she only had one copy of Hostage Taker. I can’t remember the other cards she had in her deck. Which is probably best. Starting with a clean slate so to speak.

So I went through the stack of cards digging out all my pirates. I’m not splashing red, so those pirate cards are out. Which was a great way to eliminate a load of cards. It was hard enough getting down to the 75 for this deck as it was from the two colours.

So this is an aggro deck. It needs to hit the ground running. Sadly none of the cards have haste. So it needs to be swinging in for damage turn 2 the latest. Turn one is play a land, and a one drop. Turn two play a land, play a duress, and hit for damage and drop another one drop. Turn three is hopefully another land and the first Forerunner of the Coalition. And so on. That’s the prefect start.


I thought the Timestream Navigator will provide a useful distraction to the opponent, and if allowed to be used that all important extra turn. Who needs Nexus of Fate?

Between Hostage Taker and Kitesail Freebooter there is removal to take care of the creatures Walk the Plank can’t deal with (basically her dad’s merfolk deck).

Naturally the sideboard has a plan to take out those nasty Carnage Tyrants and Ghalta’s that one or two players are using in our local meta in the form of Dino Hunter. And the sideboard has more removal and hopefully a way to get rid of token spam.

So I’m excited to play this deck in a few test games now. The lands could be better. I’d like the Dimir shock land and check land in this deck. But that’s an expense I’m not going to splash out on. I definitely don’t want guild gates in here they would slow the deck down. It was hard enough using the two Submerged Boneyards. Maybe I could put in a couple of Evolving wilds. The ratio of the basics also needs tweaking to be more in favour of swamps.

Ok here is mana curve for the deck.

I’m happy with that. The CMC is about what I want for this type of deck.

Ok here is the deck list I have come up with for this initial Dimir Pirate Aggro deck.

Creatures:30

4 Grasping Scoundrel
4 Siren Stormtamer
4 Dire Fleet Poisoner
4 Kitesail Freebooter
4 Timestream Navigator
4 Forerunner of the Coalition
3 Slippery Scoundrel
3 Hostage Taker

Spells:8

4 Duress
4 Walk the Plank

Lands:22

10 Island
2 Submerged Boneyard
10 Swamp

Sideboard:15

4 Dinosaur Hunter
1 Warkite Marauder
4 Deadeye Rig-Hauler
3 Golden Demise
3 Vraska’s Contempt

What would you change?

Simic Standard v4

Yesterday I said I would put up the deck list for the tweaked Simic deck from the weekends Standard Showdown.

And I’m a man of my word, and like to carry out my threats.

Didn’t do this following bit for the last version of the deck. Maybe because I forgot. But to help me sleep I try and convince myself I did it to keep the length of the post down.


The AMC has gone up from 2.89 to 3.11. I’m not sure how I feel about that.

I am happy with the mix of creatures and spells. It’s definitely a frustrate the other player until my pieces are in place type of deck.

With a bit more money the land base could be improved. But it’s Standard Showdown not a Pro-Tour or Grand Prix. So it’s slower than it could be.

Here is the moment you have been waiting for in this post. The latest iteration of my Simic deck.

Creatures:15

3 Hydroid Krasis
4 Incubation Druid
3 Frilled Mystic
2 Zegana, Utopian Speaker
3 Biogenic Ooze

Spells:23

4 Syncopate
3 Blink of an Eye
4 Essence Capture
2 Essence Scatter
3 Thought Collapse
3 Wilderness Reclamation
1 Vivien Reid
3 Nexus of Fate

Lands:22

2 Breeding Pool
5 Forest
2 Hinterland Harbor
7 Island
1 Memorial to Genius
4 Simic Guildgate
1 Woodland Stream

Sideboard:15

3 Steel Leaf Champion
1 Frilled Mystic
2 Carnage Tyrant
2 Negate
2 Repudiate // Replicate
2 Root Snare
3 Sagittars’ Volley

Jellyfish Hydra – playing with nature gone mad


Well it’s that time again where I cover another card in the Standard format that I like.

I’ve used this card myself. I got really lucky that I bought my copies at the right moment. Within a week of me buying my copies, the price shot up. I was feeling smug at the time. But also kicking myself for not getting at least a fourth, if not more copies. But then those extra copies I’d never have got round to selling, and I’m not into this whole MtG finance speculation thing. I have strong opinions about that side of things. In short I hate it.


The card I was lucky enough to get at a bargain price was Hydroid Krasis.

Whoever thought of crossing a jellyfish with a Hydra was a genetic genius. A person playing with nature and creating something beautifully monstrous.

This card is finding it’s way into many decks not just Simic ones. Many are splashing green just to play it.

For 2 CMC plus X this card is very flexible.

It’s the X that allows for the pumping of mana into it. The bigger the X the bigger benefits.

Because of this the first ability is so powerful especially mid to late game. Even if the card is countered, you still get the first ability because it’s a cast trigger not an etb.

Cast the card for a total of 10 mana, that means X is 8. That’s 4 life back, and 4 cards in hand. Refilling your hand at that stage of the game is really useful.

After that if the Krasis is allowed to enter the battlefield, having flying and trample makes it a great blocker and attacker. Especially if that X is high. Going back to the example above, having an 8/8 flyer with trample is more or less game over.

But at a push this can come out early in the game to use as a chump blocker to stop some of those pesky 1/1 fliers that are currently in the format.

With my Simic deck, the above mid/late game scenario is not unrealistic. But I have cast it for 4 CMC as well to get that flying blocker.

The Two Standard Decks I Played At The Weekend

So what was missing from yesterday’s brief and subpar write up from the Ravnica Allegiance Standard Showdown season start?

Yep my subpar deck lists for the two decks that I played.

Before I present the deck lists here is my get out of jail disclaimer about these decks.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.

And based on the weekends performances these decks are definitely not competitive.

So here for your derision is the deck played in the Standard Showdown…

Simic Standard V3

Creatures:15

4 Llanowar Elves
3 Hydroid Krasis
2 Incubation Druid
3 Frilled Mystic
3 Biogenic Ooze

Spells:23

4 Syncopate
3 Blink of an Eye
4 Essence Capture
2 Essence Scatter
3 Thought Collapse
3 Wilderness Reclamation
1 Vivien Reid
3 Nexus of Fate

Lands:22

2 Breeding Pool
5 Forest
2 Hinterland Harbor
7 Island
1 Memorial to Genius
4 Simic Guildgate
1 Woodland Stream

Sideboard:15

3 Steel Leaf Champion
1 Frilled Mystic
2 Zegana, Utopian Speaker
2 Carnage Tyrant
2 Negate
2 Root Snare
3 Sagittars’ Volley

And now for the my casual deck for the day…

Mono Blue Mill V2

Creatures:19

6 Persistent Petitioners
3 Vodalian Arcanist
4 Wall of Lost Thoughts
3 Homarid Explorer
3 Muse Drake

Spells:22

3 Opt
3 Blink of an Eye
3 Drowned Secrets
3 Psychic Corrosion
3 Secrets of the Golden City
3 Thought Collapse
2 Unwind
2 Kumena’s Awakening

Lands:19

17 Island
2 Memorial to Genius

Sideboard:15

1 Fleet Swallower
1 Windreader Sphinx
2 Selective Snare
4 Syncopate
2 Sleep
2 Patient Rebuilding
2 Weight of Memory
1 River’s Rebuke

More Simic Deck Testing

Yesterday it was Ravnica Weekend at your FLGS if it does the whole MtG thing. Which means they were running a new D&D MtG cross over one-shot, plus a poorly promoted store championship using the draft format.

Sometimes, especially recently since Arena went into open beta, that WotC are trying to push everyone to the digital format of the game. They deny it naturally, but as the saying goes “actions speak louder than words”. And the actions of WotC are sending a very clear message to players and FLGS’. But this rant should be for another day and another post. Let’s get back on topic.

I went along to my FLGS The Hobbit Hole with the hope to test out my latest iteration of my Simic deck.

Naturally there were a few D&D sessions in progress when I arrived. Plus there was a Pokemon tournament about to kick off.

Table space was at a premium. Luckily I was able to find a player to test my deck with and more importantly a corner of the shop to play.

Michael who I was playing against was playing a mono white aggro deck. It was using life gain as an effective way to pump up some of his creatures. Which was very effective and in one particular game fast and deadly.

I didn’t use the sideboard. I think that still needs to be settled on. But just playing the main deck and getting a feel for it was good.

I know technically I have a 50/50 split between creatures and spells. But I’m counting Frilled Mystic as a counter spell. I think it’s a nice two for one in this deck. Counter spell and body on the ground.

In a recent MtG podcast I listened to there was mention that Nexus of Fate was being used in one or two decks that were Simic. I thought that sounds interesting, I have a couple of them. So I thought I’d add my copies to the deck give them a whirl. See what the fuss was about.

However against this white aggro deck I either needed more bodies out or bounce spells like Blink of the Eye.

I definitely wasn’t hitting the counter spells consistently enough in this match up. When I did they were the games I won. I was thwarting the game plan of my opponent, buying me time to get my pieces into play.

My feeling at the moment is that Steel Leaf Champion and Carnage Tyrant get moved to the sideboard fully and replaced with counter spells.

Ok here is the version 2 of my main deck that I played yesterday.

Creatures:19

4 Llanowar Elves
3 Hydroid Krasis
2 Incubation Druid
2 Steel Leaf Champion
3 Frilled Mystic
2 Zegana, Utopian Speaker
2 Biogenic Ooze
1 Carnage Tyrant

Spells:19

2 Open the Gates
4 Syncopate
4 Essence Capture
3 Thought Collapse
3 Wilderness Reclamation
1 Vivien Reid
2 Nexus of Fate

Lands:22

2 Breeding Pool
6 Forest
1 Hinterland Harbor
5 Island
1 Memorial to Genius
2 Memorial to Unity
4 Simic Guildgate
1 Woodland Stream

Michael and I finished off the afternoon of MtG with a couple of 1v1 Commander, his vampire deck against my Simic Horrors from the Deep deck. I’m not a big 1v1 Commander fan. For me it’s not Commander, at that point it’s Highlander (and that’s a different way to build decks).

The draw back of having a fun afternoon of playing MtG was Michael and I didn’t qualify for any of the cool promos that were being given away for Ravnica Weekend. But still a fun afternoon.

A Potential Tweak To My Simic Standard Deck

While I was looking through my Ravnica Allegiance pulls to see if I had any Tithe Takers or Unbreakable Formations to use in my Commander Death and Taxes deck. Although unbreakable Formations may well be finding it’s way into any of my decks that splash white. I came across the Frilled Mystic I’d pulled.

I’m seriously considering using this as a card in my Simic Standard deck.

What attracts me about the card? It’s a counter spell and a body on the board. So a two for.

I’m ok with the 4 CMC because of the value it gives. Although being a 3/2 it does die to a shock. But if it counters a spell and forces them to use a shock. That’s two cards to my one. I’ll take that bit of card advantage. I’d prefer that it was not two forests and two islands, but maybe one of each and two of any. But I suppose there is that delicate line of making sure that the card is not too over powered.

But what goes to make way for it? I’m thinking the two copies of Open the Gates in the main deck, and the copy in the sideboard. Plus the third copy of Simic Ascendancy in the sideboard.

I just need to play test this change now.

I’m having a hard time accepting the stupid high price of Hydroid Krasis. It’s a good card. But wow. So glad I got mine before that nasty spike.

I know with my deck the lands could be better. I’d love a play set of Breeding Pool and Hinterland Harbour. It would speed things up on that front. But I don’t think the cost justifies it. The deck could also do with another Vivienne Reid. But that too has spiked. Another Incubation Druid would be nice, potential go up to a full play set.

The deck is fun to play. There are some slight improvements that if this was for a GP or something might justify the extra expense to make them. But seeing as this is a Standard Showdown deck. I don’t think splashing out for those cards is justified. If I can trade for them then I can live with that, but not at spending more. In fact I am mid trade. I’ve traded a shock land, and just waiting for my friend to see if he has a spare one of the ones I need.

Well time to end this post. I’ve already reenforced Jonathan’s views of MtG being a money pit. Which it can be. I don’t deny it. But that doesn’t detract from the fact that the game is still pretty awesome. Time to read some RPG manuals.

Should My Golgari Go Sultai?

Listening to the latest MTGoldfish podcast they were discussing the state of Standard after a weekend full of big tournaments such as the Star City Games one, and happenings online and Arena since the release of Ravnica Allegiance. When I think Saffron Olive one of the hosts mentioned that some of the Golgari players were going Sultai, ie splashing blue so they could add Hydroid Krasis to their decks.

That struck me as an interesting idea.

I know my Golgari deck (you can find a deck list here) is not the normal one that gets played in all these big tournaments. In those decks they are exploiting the explore mechanic. But there is some common cards like Carnage Tyrant. Isn’t that the fun thing about deck building? These tournament players went one way with the explore, I went mid range/aggro playing lots of removal, John went with exploiting the undergrowth mechanic. All playing the same guild, some common cards, but all expressing ourselves differently.

But if I splashed blue as well I could add Hydroid Krasis to my deck. It’s an idea. What helped sell it was in the same discussion about Golgari decks splashing blue and becoming Sultai, was Assassin’s Trophy. In the meta the podcasters were playing in, with the arrival of Ravnica Allegiance and the availability of all ten shock lands, they were seeing more three colour decks, and decks with very few basic lands in. So often when the Assassin’s Trophy was being played the opponent wasn’t actually getting anything in return in a few cases.


Until Standard Showdown starts up again this weekend, I’m not sure if that’s something I’ll see in my local meta.

I know Dean who I’ve played against a couple of times now in the Showdown (and Commander) is planning a three colour deck. But the others who usually take part I’ve no idea what their plans are.

So with a couple of basic lands (islands), adding in the couple of Breeding Pool I have (I do need a couple more) and a couple of Hydroid Krasis, I have a second deck for this upcoming Standard Showdown season. If I make the changes to the mono blue mill deck as well that will be a third. Then each Showdown I have the hard decision of which deck to play.

On the subject of Hydroid Krasis. I’m so glad I got mine when I did. In a week (which also saw the official release weekend) they have nearly doubled in price. It’s insane. And would explain why the Simic deck was so costly. Three of those plus the Carnage Tyrants. Crazy. That’s the one thing I hate about the game. The speculation and cost of cards. It stops the game being accessible to all.

Now to decide what makes way for the Hydroid Krasis.

Ravnica Allegiance Simic Standard Deck First Draft


Last week I wrote a post about cards I was thinking of putting in a new standard deck for the upcoming Standard Showdown season. Which I believe is kicking off this coming weekend.

So it was about time I came up with a first build of the deck. That’s where the decked app comes in handy. It keeps track of the number of cards, mana curve etc.

Before giving you the deck listing, the stats and boring you with talk of it’s tactics, here is my boiler plate disclaimer.

I’m not claiming these are the best decks in the world, they certainly are not top competitive decks. They are hopefully fun, affordable (subjective I know) decks. I don’t try and keep to a target price point. I try and use as many cards in my collection as possible to keep my costs down. I’m certainly not a master deck builder claiming this deck will win tournaments, if it is fun to play and does it thing then I’ll be happy.

Tactics

So the deck wants to ramp, get lots of land out early. To do that I have Llanowar Elves, Open the Gates and Growth Spiral. The more mana I can get out the better for this deck. Or that’s the plan.

There are three cards that love having lots of mana available in the deck. The first is Hydroid Krasis. The bigger I can make that X when casting the better. Not just from being a big thing to swing in with on the battlefield. But the life gain and card draw is half (rounded down) of that value of X.

The other two are mana sinks. Which if I have multiple copies of Wilderness Reclamation are going to be abused a lot in the end step.

The first of these mana sinks is Biogenic Ooze. Before it’s end step ability kicks in, the end step ability of Wilderness Reclamation needs to fire off. For illustration of how this can be abused, let’s assume there are six lands out, two Wilderness Reclamation’s along with a Biogenic Ooze. On this turn I’ve not cast anything. So there is six untapped lands. Start of the end step the Ooze trigger goes on the stack followed by the two reclamation triggers. In response to the first reclamation trigger I tap all six lands. So I now have six mana in the pool. The first trigger resolves untapping the lands. Then in response to the second reclamation trigger I once again tap all the lands and add six more mana to the pool, which is now sitting at twelve mana. The lands untap. I can now decide to tap the lands again, or leave them untapped to cast any counter spell during the opponents turn. For this illustration I’m going to tap the lands again now in response to the Ooze trigger, taking me to eighteen mana in the pool. Still in response to this trigger I now add four 2/2 Ooze tokens to the battlefield. The trigger now resolves making these new tokens 3/3 and puts addition +1/+1 counters on any other oozes on the battlefield.

If the other mana sink Simic Ascendancy is out this little shenanigans above adds five +1/+1 counters plus on to that. Plus a similar abuse of multiple Wilderness Reclamation’s can be done on that instead. Also if I had kept the mana open and not used it on my opponents turn. During their end step I can spend it on Ascendancy’s activated ability.

Both these mana sinks force the opponent to do something about them. If they are left to do their thing as you can see things could potentially get out of hand.

But the key card for me in this deck has to be Wilderness Reclamation. I really love the card. Why decide whether to cast a creature on your turn or hold off and use a counter spell or some other trick on your opponents turn? This let’s you do both. Plus as you can see how it can be used to abuse paid abilities.

The Decked App stats

Ok here is the bit you really want to see the actual cards in the deck. Let me know what you think, or how would you change it?

I’m not sure over the land base for the deck. It may be too slow. I’ll have to see how the Memorials go. Flipping them to basics may help.

Creatures:17

4 Llanowar Elves
2 Hydroid Krasis
3 Wall of Lost Thoughts
2 Steel Leaf Champion
2 Zegana, Utopian Speaker
2 Biogenic Ooze
2 Carnage Tyrant

Spells:21

2 Open the Gates
2 Applied Biomancy
2 Blink of an Eye
3 Essence Capture
3 Growth Spiral
2 Simic Ascendancy
3 Thought Collapse
3 Wilderness Reclamation
1 Vivien Reid

Lands:22

2 Breeding Pool
6 Forest
1 Hinterland Harbor
5 Island
1 Memorial to Genius
2 Memorial to Unity
4 Simic Guildgate
1 Woodland Stream

Sideboard:15

1 Hydroid Krasis
1 Steel Leaf Champion
3 Thrashing Brontodon
1 Biogenic Ooze
1 Carnage Tyrant
1 Open the Gates
1 Blink of an Eye
1 Essence Capture
1 Simic Ascendancy
2 Slimebind
1 Thought Collapse
1 Wilderness Reclamation