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PostPosted: Sun Aug 23, 2015 9:25 am 
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Don't worry, Eldrazi are around the corner. You will learn to fear the Forest.

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PostPosted: Wed Aug 26, 2015 12:37 am 
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@randomname timberpack wolves aren't that great thats the first lot I'd look to make cuts in and wild instincts seriously? most inefficient fight card ever I'd rather see bounce spells then that because those are all about tempo after all

oh and the green mythic woodland bellower is awesome in this deck cause he can tutor out a bounding krasis
a 6/5 a 3/3 and a tap effect for :4::g::g: yes please


i would not drop the wolves... they are a decent two drop if you draw more than one (not too often) they get even better. (i would drop the troll before dropping the wolf)
ive won games singlehandedly because i simply played turn 2 wolf, turn 3 wolf. turn 4 wolf....

wild instincs work in some decks, i would not run it just because of the mana cost but it might work. i would rather use anchor to the aether or something else


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PostPosted: Wed Aug 26, 2015 12:49 am 
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wolves over trolls :confused:... okay I'm done giving good advice people don't deserve it


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PostPosted: Wed Aug 26, 2015 7:15 am 
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90% of the time Trolls are better than wolves, I have tried to play with wolves and very rarely do you have more than 2 on the board at any one time either due to removal or because you didn't draw them. So really you are comparing a 3/3 regen for 2 CMC vs a plain 3/3.

If your deck had lots of draw you could potentially save the wolves in your hand until you had 3 or 4 then play them out on one turn but there we are grasping at straws.

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PostPosted: Wed Aug 26, 2015 2:16 pm 
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The wolves are in my deck because running seven trolls isn't an option, and the build needs aggressive two-drops. I can't know of course, but gdinot may have meant "if you have both a wolf and a troll in your hand, play the wolf on turn two", which I agree with if the opponent has shown red or black mana. The troll is more valuable, so let the wolf absorb the first removal.

I strongly disagree that Anchor to Aether is better than Wild Instincts in my deck - Anchor is what I started with, and it worked less well. Both remove an enemy creature. Anchor puts it back in their hand but denies a draw step, Instincts kills it outright. Instincts gives one of your creatures +2/+2 until the end of the turn. In this specific deck, the 4 CMC v 3 CMC cost means little, because you want to play a creature on turn two, another on turn three, then start bouncing/tapping/etc on turn four, and you generally want to play all of your creature tempo out before spell tempo - so turn four will usually be a Void Mage, Frost Lynx, Krassis, etc. By the time you've played those out, you'll easily have four mana available. You know for sure that the creature you could bounce with Anchor or kill with Instincts is a card that can slow you down. There's a 40% chance that the draw step they miss will be land, and an additional chance it will be something else that doesn't slow you down. The creature may also have an ETB effect you'd rather not give them again. So in principle, it's much better to destroy the creature than deny a draw step. You do open yourself up to instant speed removal foiling Instincts, but that honestly doesn't come up much.

I also tried the suggested revisions, and while they're powerful cards - objectively better cards than many in my deck - Whirler Rogue and Gaea's Revenge don't work very well. Whirler Rogue slows the tempo too much and the double blue mana requirement lowers the deck's consistency, and 25 lands (with no Nissa's Pilgrimage, Gatecreeper Vine, etc) is not enough to count on playing Gaea's Revenge on turn 7. It was a dead draw more often than it worked out when I tried running it. Bellower, on the other hand, is a clear winner. The 6 CMC vs 7 CMC makes a big difference in how likely you are to be able to cast it on curve, and it functions as another creature that taps a blocker when entering play by summoning a Krassis. If you've got a couple wolves out already, summoning a third can be pretty cool too.

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PostPosted: Mon Aug 31, 2015 11:30 am 
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Absolutely agree with Wild Instincts over Anchor. Sometimes you get held up with one creature, that after being bounced multiple times, you can't seem to make go away! Especially when a myr is holding up a troll from becoming reknowned, or threatening Jessian thief from getting through. It's definitely helped get me out of situations that probably only claustrophobia could.


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PostPosted: Mon Aug 31, 2015 11:53 pm 
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wolves over trolls :confused:... okay I'm done giving good advice people don't deserve it


Anyways the deck needs at least 2 two mana drops and the wolves and trolls are the better ones around in these two colors.
as a individual card the troll is better but maybe im just lucky and i usually draw the wolves in multiples or dont draw them at all


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PostPosted: Thu Sep 03, 2015 5:04 am 
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randomname wrote:
Finally (after far too many attempts) have come up with a Simic Tempo/Aggro deck I'm quite pleased with. I've got 28 wins/4 losses with it so far, nearly all opponents ranked 30-40.

Creatures

3 Undercity Troll
4 Timberpack Wolf
1 Harbinger of the Tides
3 Jhessian Thief
3 Valeron Wardens
3 Bounding Krassis
4 Frost Lynx
1 Nissa, Vastwood Seer
4 Separatist Voidmage
1 Llanowar Empath

Spells

4 Wildsize
4 Wild Instincts

Lands
4 Simic Guildgate
2 Hinterland Harbor
9 Forest
9 Island
1 Rogue's Passage




This list will never be Tier 1, but it' s fun to play so I added my own thoughts to this discussion:

This is after 10 games on rank 40 steam, going 9/1 (very good hands/lucky matchups)

    Timberpack Wolf Is a bad card, but this deck needs an agressive turn 2 play to be able to build up the pressure. I think including them is way better than elvish visionary.

    Valeron Wardens : I ditched these, fourteen 3 drops is quite enough; The reason why I cut these over Jhessian Thief is explained below.

    Whirler Rogue : I won 4 games off of this card alone. It's one of the best creatures in the meta. There is no reason not to include it in this deck that runs 25 land. It reestablishes pressure after a whipe; it produces fliers, also makes the Jhessian Thief better. Valeron wardens is bigger than thief, but you only have 6 ways to draw a card of it. Thief can be repeatable card draw, and is therefore a HUGE removal magnet (that's a good thing, especially since we have bombs to play later, see below). This deck has so many ways of making her connect. On top of that, she becomes a 4/6 with Wild Instincts (which is key, she fights stuff like Kird ape and lives, can kill even 5/5's and live after you sollicited a block on one of your small guys).

    Llanowar Empath : Ain't bad. I replaced with Woodland Bellower... costs a bit more, but the deck has enough lands to cast it on curve often and does what the empath does way better.

    2x Outland Colossus Don't see why this guy isn't in there, since we now have Whirler Rogue to make him sing. I'll trade them for -1 Wild Instincts -1 Wildsize.

    Kapsho Kitefins: This isn't bad in this deck. Falls again under the 'add to your board, disable theirs' dogma; and again, the curve can support it. -1 Separatist Voidmage +1 Kapsho Kitefins.

    Manabase: -1 Forest + 1 Rogue's passage. Just because Colossus likes it so much and we can't afford to cut blue due to our Whirler Rogue.

That's my take on simic tempo.


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PostPosted: Fri Sep 04, 2015 4:58 am 
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Last edited by DaRkStAr on Mon Dec 14, 2015 9:14 pm, edited 3 times in total.

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PostPosted: Fri Sep 04, 2015 5:11 am 
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kitefins is too slow


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PostPosted: Fri Sep 04, 2015 6:33 am 
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Your replies are too short.


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PostPosted: Fri Sep 04, 2015 6:43 am 
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k


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PostPosted: Fri Sep 04, 2015 8:30 am 
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kitefins is too slow

yeah it is risky, but in my experience it is the best 5+ mana creature for this deck.

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PostPosted: Fri Sep 04, 2015 8:46 am 
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Goblin Rabblemaster,

Thanks for giving the deck a shot. One certainly can not argue with the results of the makeover you gave it - 9-1 is an impressive record. I tried a few games with your deck list and did not do as well with it, so there may be a stylistic difference of some kind where you can play the slower, more mid-range version of the deck more capably than I can. It felt quite a bit slower to me than my version and a bit more variable game to game (you've got more 4, 5, and 6 CMC cards and more double U or double G requirements with the same mana base), but the cards you've swapped in are certainly strong creatures. I think your version would have a much more difficult time finishing games by turn 6-8, but a much better chance of winning games that run past that point.

Whirler Rogue is a strange case for me. I agree, it's a fantastic card, but every time I've tried to put it in this deck, I haven't done as well and it has under-performed. I honestly don't understand why, and maybe I should trust logic and find a spot for it, but I personally suspect that what it offers (good overall value for 4 CMC, evasive attackers) doesn't really fit well with what the rest of the deck is trying to do (sweep everything out of the way and smash face). It certainly makes a lot more sense with Outland Colossus in the decklist though.

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PostPosted: Fri Sep 04, 2015 3:27 pm 
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http://imgur.com/RcF5UPp

Simic has always been my favourite deck archetype, here's the list I used to reach rank 40, thought I'd share:

4 x Perilious Myr
2 x Harbringer of the Tides
4 x Gatecreeper Vine
3 x Elvish Visionary
2 x Evolutionary Leap
2 x Telling Time
2 x Displacement Wave
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis
3 x Arteficer Epiphany
2 x Nissa's Pilgrimage
1 x Inspiration
1 x Outland Colossus
1 x Zendikar's Roil
1 x Woodland Bellower
2 x Alhammarret, High Arbiter
2 x Gaea's Revenge

6 x Island
7 x Forest
2 x Hinterland Harbor
2 x Rogue's Passage
2 x Simic Guildgate (you can replace those with 1 island and 1 forest, they're not necessary at all and they slow you down...)
4 x Evolving Wilds


As you can imagine, the deck revolves around controlling the board early on, using your small creatures to gain turns, while building the mana for the big fat finishers (aka alhammarret and Gaea's revenge and woodland colossus)

Play smart with your krasis and harbringer and they can mess your opponent up pretty badly and slow him down a lot while building you the time to reach 5/7 mana

Be careful when you fetch your lands using Gatecreeper Vine or Evolving Wilds, you should get islands 95% of the times, since you are going to get your forests using Nissa's pilgrimages. What I'm trying to say is that you should always have at least 3 forests in the deck, so save them and get islands. Mana is not a problem with this deck.

Often you will reach 7 mana and the board will be full of yours and your opponent's creatures, this is why you have displacemente wave x2.
You will have the mana advantage and you can re-drop your creatures to tap or "boomerang" your opponent ones, gain card advantage or even more mana... or you can simply make a good use of rogue's passage (please note that it doesn't work on Gaea's revenge) and finish off your opponent.

You have a ton of options for Evolutionary leap too: sacrifice myrs, visionaries, gatecreepers and find your finishers.

If you can reach 7 mana you will be in a quite good spot and almost always win the game.

If you have questions please feel free to ask ;)
Also, I'm sorry for not adding links to the card list, I'm a bit in a hurry now but if you can tell me how to do it I will do it asap.


Last edited by Faeriel on Fri Sep 04, 2015 6:36 pm, edited 1 time in total.

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PostPosted: Fri Sep 04, 2015 3:39 pm 
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just put
Code:
[deck][/deck]

around the deck it'll autocard for you


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PostPosted: Fri Sep 11, 2015 11:52 am 
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PostPosted: Tue Sep 15, 2015 6:31 pm 
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Tried a different Simic last night, I'm still not feeling it. It just feels so fragile to me.

I really want to like Simic. /shrug


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PostPosted: Tue Sep 15, 2015 7:10 pm 
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Hakeem928 wrote:


Hey Hakeem, what do you think of replacing Jhessian Thief with Valeron Wardens? Wardens still give card draws on renown which is complimented by the tapping and bounces already present in the deck and has the ability to become a 3/5 in addition to the draw. The deck would then have 8 creatures with renown to trigger Wardens while it only has 7 non-creature spells to trigger prowess.


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PostPosted: Tue Sep 15, 2015 7:29 pm 
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Hakeem928 wrote:


Hey Hakeem, what do you think of replacing Jhessian Thief with Valeron Wardens? Wardens still give card draws on renown which is complimented by the tapping and bounces already present in the deck and has the ability to become a 3/5 in addition to the draw. The deck would then have 8 creatures with renown to trigger Wardens while it only has 7 non-creature spells to trigger prowess.


Hmmm... I'm glad you just quoted this, looks interesting. Gonna take it for a spin.

I might drop the voidmages though.


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