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Switch to Forum Live View "Bounce N Trounce" Simic Deck help needed
3 months ago  ::  Feb 24, 2013 - 2:11PM #1
famous73
Date Joined: Feb 23, 2013
Posts: 11

Hi guys this is my first time using this resource for help... the bottom line is I have play tested and play tested the absolute $@%! out of this deck and made many many changes to try to perfect it and had not much luck doing so... I am utilising the age old blue trick of creature removal which I call "bounce" cards with the simic "Evolve mechanic and a few green boosts...


Basically I have ways to deal with opponents who use enchantments like that blasted "Oblivion Ring" and its partners Sphere of safety and detention Sphere in a way that isnt just one spell, one time only =P, and obviously creature heavy decks to a very fair degree which you will see with my deck list.. also I do not use a sideboard and never will, I blatantly refuse with a lot of stubbornness because if my deck cant be geared up to face nearly anything then it's just not good enough! (in my opinion at least)
The biggest problem I face is that TOO many cards work for this idea I could use combo's and creatures like Experiment one / Rapid Hybridization , and Cloudfin Raptor / Agoraphobia just to name a few I have spotted, or Hydroform for a quick 3/3 or even a Keyrune helps pop evolve.....so as you would probably know options are high, unfortunately deck size and actual choices have to be lower...

After reading the initial posts about new threads I am happy somone has put up a sturdy guideline for deck building!! Thanks that will help me a lot too.. a few cards I removed are Urban Burgeoning and Verdant Haven (so I can always play a bounce spell just after a creature has been cast to tie up mana), Silent Departure (because it's a Sorcery), Negate (because I don't have enough for it to work effectively.)... well I have rambled on long enough now so here is my deck list.

Bounce N Trounce Lands:-
Forest x 8
Island x 8
Reliquary Tower x 2
Simic Guildgate x 4

Creatures:-
Elusive Krasis x 4
Fathom Mage x 2 (had 4...)
Master Biomancer x 2 (ordered 1 more..)
Prime Speaker Zegana x 1
Realmwright x 2
Sylvan Primordial x 3

Other Spells:-
Aetherize x 2
Bioshift x 3
Forced Adaptation x 3
Simic Charm x 4
Stolen Identity x 3
Tablet of the Guilds x 2
Unsummon x 4
Voidwalk x 3                               

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3 months ago  ::  Feb 24, 2013 - 6:54PM #2
famous73
Date Joined: Feb 23, 2013
Posts: 11
What are people's thoughts on this deck and any ways I can improve it??
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3 months ago  ::  Feb 24, 2013 - 8:22PM #3
zephyr77
Date Joined: Jan 3, 2013
Posts: 110
I'm seeing several issues with this deck.  For starters, why is Tablet of the Guilds in this deck?  It serves no purpose toward your goal.  Realmwright and Reliquary Tower have the same problem.

As for your comment on Simic Keyrune or Hydroform triggering evolve, it doesn't.  The creature created by those cards was already on the field, so it wouldn't trigger it.

Other issues include:

Forced Adaptation : works too slowly; a smart opponent will take out the creature ASAP

Voidwalk : too unreliable; if an effect like this isn't working at instant speed, it's usually not worth it

Bioshift : Transfering counters isn't as useful as it sounds

Some cards to consider adding:

Thragtusk : Handy in any green deck

Cloudfin Raptor and Experiment One : Get some early creature presence

Deadbridge Goliath : If it dies, scavenge it for counters, which works well on your Master Biomancer or Fathom Mage
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3 months ago  ::  Feb 24, 2013 - 8:39PM #4
iBurnUlongTime
Date Joined: Dec 17, 2012
Posts: 498
Do you want to be an aggro, midrange or both. I have a list for midrange that i've been working on if you want me to post it.
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3 months ago  ::  Feb 24, 2013 - 8:43PM #5
famous73
Date Joined: Feb 23, 2013
Posts: 11
Thanks Zephyrfor clearing that up for the keyrune and hydroform... as for the tablet I put them in for the times when I don't get exactly what I need to start with so any life gain mechanic to stop early creatures is a bonus as all my spells are either blue or green or green and blue.... I use Realmwright so I can always have what land I need in case my lands are destroyed, and the reliquary and forced adaptation are there for fathom mage (I usually draw her and forced at start) so I can always pick up extra cards and I wont have to discard because of no maximum hand size..... the other thing is with the cipher spells I play them on elusive because he's unblockable and voidwalk bounces out either my master biomancers or sylvan to destroy the opponents permanents...

Although as I have said I am asking for help here so the things you have suggested are a great help and will help me change it.. I was just helping to point out what the questioned cards purpose is... an example I had a drawn out game against a friend who had tokens and a gain life mechanic everytime a creature came into play without my tablets he would have ended me quicker lol
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3 months ago  ::  Feb 24, 2013 - 8:52PM #6
famous73
Date Joined: Feb 23, 2013
Posts: 11
a bit of aggro in a way but midrange is how it seems to work... also an example of bioshift being an underappreciated card is the dimir card Grisly Spectacle I had a creature with 12 counters on it and he played that to destroy it so just before he did I moved all counters and discarded only 1 card...
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3 months ago  ::  Feb 24, 2013 - 9:04PM #7
iBurnUlongTime
Date Joined: Dec 17, 2012
Posts: 498

This is my midrange list, could probably still be tweeked to be more efficient spells wise. If you want a more aggro list i can help with that also. Cavern of souls is in there because all the creatures are wizards and rancor to boost biomancer and to allow the soon to be fatties to get through. Haven't gotten to test it yet but seems like it'd be a blast to play.

Creatures-14 
3x snapcaster mage  
3x augur of bolas
4x master biomancer  
2x talrand, sky summoner
2x prime speaker zegana

Spells-23
4x thought scour
4x simic charm
4x simic keyrune  
4x farseek
2x ghostly flicker (very under rated card imo)
3x rancor

Lands
4x breeding pool
4x hinterland harbor
3x cavern of souls
9x island
3x forest

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3 months ago  ::  Feb 25, 2013 - 12:49AM #8
famous73
Date Joined: Feb 23, 2013
Posts: 11
I forgot to mention that my budget to buy cards is very low... also mst of the cards I have are return to Ravnica and Gatecrash with a few from older sets that have been reprinted or from a booster here and there due to being a family man with young children some of the cards you guys have mentioned I do not have...

For the sake of this deck working a bit better I added in Gatecreeper Vine x2 getting me a defending creature and an additional land card
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3 months ago  ::  Feb 25, 2013 - 1:35AM #9
iBurnUlongTime
Date Joined: Dec 17, 2012
Posts: 498
Since you are on a budget you should at least look into running ghostly flicker . It's great to do at the end of their turn or in response to a spot removal spell since the creature comes back as a new target so the spell that targetted it will fizzle. Also find room for some rancor , they are cheap to buy and allows you to buff the biomancer or put onto a fatty to let it get through chump blockers.
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3 months ago  ::  Feb 25, 2013 - 1:48AM #10
famous73
Date Joined: Feb 23, 2013
Posts: 11
Have Rancor but not ghostly flicker... but voidwalk does that constantly, except not as a "responsive" action which I have used ghostly flicker for but I do not actually have any of them at this time...

What I have in mind with what I have at hand is to be able to get master biomancer out ASAP but 2 of them and then use voidwalk to "bounce" him out (only when the second one is out) because they get more and more powerful but using the bioshifts to move counters off fathom mage (which I usually play forced adaptation to get an extra card each turn) onto my "bounced" back into play biomancer making the second one now tougher and shift off onto the other and bounced again...rinse and repeat within few turns and anything from there is toughenough to smash my opponent to pieces
 
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