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PostPosted: Wed Sep 16, 2015 6:58 am 
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Don't do that, I started on two copies and increased to the full four before long. Frost Lynx and Voidmage are probably the best two cards in the deck since you get to advance your board and disrupt your opponent's at the same time.

As far as Valeron Wardens goes, they are pretty close but I think you're only ever likely to get that first card from them. At that point it comes down to whether you want that 3/5 or a greater likelihood of drawing more cards down the line. Personally I like the cards, so I'll stick with Thief. If you manage to draw that second card off Wardens, though, then it's probably better than a Thief.

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PostPosted: Wed Sep 16, 2015 8:30 am 
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Hakeem928 wrote:
Don't do that, I started on two copies and increased to the full four before long. Frost Lynx and Voidmage are probably the best two cards in the deck since you get to advance your board and disrupt your opponent's at the same time.

As far as Valeron Wardens goes, they are pretty close but I think you're only ever likely to get that first card from them. At that point it comes down to whether you want that 3/5 or a greater likelihood of drawing more cards down the line. Personally I like the cards, so I'll stick with Thief. If you manage to draw that second card off Wardens, though, then it's probably better than a Thief.


Roger that.


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PostPosted: Wed Sep 16, 2015 9:30 am 
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I can't get my wardens to ever draw more than one but jeskai thieves either draw a bunch or opponents really misplay against them making weird blocks or using removal when better targets exist


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PostPosted: Wed Sep 16, 2015 9:43 am 
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You kind of have to answer them, or they will get out of control quickly. Actually, I need to check and see if I can slot them into my new Sultai I'm theory crafting right now. Hmmmmmmmmmmmm....


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PostPosted: Thu Sep 17, 2015 7:37 pm 
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Hakeem928 wrote:
Don't do that, I started on two copies and increased to the full four before long. Frost Lynx and Voidmage are probably the best two cards in the deck since you get to advance your board and disrupt your opponent's at the same time.

As far as Valeron Wardens goes, they are pretty close but I think you're only ever likely to get that first card from them. At that point it comes down to whether you want that 3/5 or a greater likelihood of drawing more cards down the line. Personally I like the cards, so I'll stick with Thief. If you manage to draw that second card off Wardens, though, then it's probably better than a Thief.


I kind of feel like Krassis is the best card in a Simic tempo deck. 3/3 is meaningfully bigger than 2/2, and the flash often can eat a small opposing creature for free. Love Frost Lynx and Voidmage also though!

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PostPosted: Thu Sep 17, 2015 9:35 pm 
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I said "probably", but yeah, Krasis is insane. It's the actual best card in the deck and the entire reason to play it.

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PostPosted: Sun Sep 20, 2015 10:26 am 
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This deck basically is about ramping and drawing the stuff you need to steal the stuff your opponent casts before it hits the field. Also abuses the bug where Willbreaker can take control over non-creature spells

Grand Theft Magic

4 x Gatecreeper Vine
4 x Elvish Visionary
3 x Telling Time
2 x Displacement Wave
4 x Calculated Dismissal
4 x Wildsize
4 x Nissa's Pilgrimage
2 x Talent of the Telepath
4 x Mwonvuli Acid-Moss
1 x Disciple of the Ring
2 x Willbreaker
3 x Meteorite
8 x Island
10 x Forest
2 x Hinterland Harbor
3 x Rogue's Passage


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PostPosted: Sun Sep 20, 2015 12:53 pm 
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What do you ramp into? I don't see anything that would require it o_O
Where are the willbreaker triggers except wildsize, meteorite and passage? No frost lynx? What do you do if you don't draw a breaker vs fe. RDW?


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PostPosted: Sun Sep 20, 2015 1:25 pm 
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Auunj wrote:
What do you ramp into? I don't see anything that would require it o_O
Where are the willbreaker triggers except wildsize, meteorite and passage? No frost lynx? What do you do if you don't draw a breaker vs fe. RDW?


In order to pay for the costs of Calculated Dismissal (and Disciple of the Ring to some extend) as that card will let you obtain everything you want for 6 mana with the help of Willbreaker. I added Evoleap into my deck so it's actually 62 cards now just to be able to fetch/get Willbreaker quicker.


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PostPosted: Sun Sep 20, 2015 1:43 pm 
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Making your deck larger doesn't help you get to it quicker.

Also, trying to completely build around rares just doesn't work with rarity restrictions. You can play them in decks where they have a ton of value but as centrepiece cards they are too inconsistent.

I think the whole list looks really unfocused. What are you doing with Wildsize when you don't have a Willbreaker? Making a 2/4 Gatecreeper Vine? Why are Acid-Moss and Talent of the Telepath in here at all? What do they actually do besides nothing?

Without an uncontested Willbreaker or a Disciple of the Ring, I imagine this deck just gets pummelled. How else do you win?

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PostPosted: Tue Sep 22, 2015 7:41 pm 
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I'm really enjoying Hakeem's deck, thank you Hakeem928 for sharing it. It's very consistent and runs smooth. Very similar to how I like to build decks. No need for a bunch random singles in your deck mucking up everything. No cutting of other cards, just what the game already restricted. Great deck, fun to play, and wins quite a bit. The only change I made to the deck was running 1 additional Rogue's Passage and cut one of the basic lands so it's 8 of each.


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PostPosted: Tue Sep 22, 2015 7:50 pm 
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whos this hakeem guy and why does everyone think he's good at building decks >:)


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PostPosted: Tue Sep 22, 2015 8:36 pm 
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Thanks Eriatarka, it's my favorite deck to play in the Origins pool. Glad you're enjoying it.

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PostPosted: Sat Oct 24, 2015 4:25 pm 
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This deck is my baby. It developed out of the idea of the interactions between Esperzoa and Elemental Bond.
Then I found more and more awesome combos and tried to build a deck with it.
It still needs some work, but this deck is sooo much fun.

UG Simic Bond [Origins]

4 x Elvish Visionary
4 x Alchemist's Vial
4 x Disperse
3 x Esperzoa
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis
3 x Elemental Bond
3 x Anchor to the Aether
2 x Dwynen, Gilt-Leaf Daen
2 x Thopter Spy Network
2 x Kapsho Kitefins
2 x Outland Colossus
1 x Woodland Bellower

8 x Island
8 x Forest
2 x Hinterland Harbor
4 x Simic Guildgate
1 x foundry of the consuls
4 x Evolving Wilds


______________________________________________________________________________

Second Version: (-1x Island, -2x Kapsho Kitefins, -1x Thopter Spy Network, +4x Perilous Myr)

4 x Perilous Myr
4 x Elvish Visionary
4 x Alchemist's Vial
4 x Disperse
3 x Esperzoa
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis
3 x Elemental Bond
3 x Anchor to the Aether
2 x Dwynen, Gilt-Leaf Daen
1 x Thopter Spy Network
2 x Outland Colossus
1 x Woodland Bellower

7 x Island
8 x Forest
2 x Hinterland Harbor
4 x Simic Guildgate
1 x foundry of the consuls
4 x Evolving Wilds

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Last edited by DaRkStAr on Mon Dec 14, 2015 9:20 pm, edited 1 time in total.

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PostPosted: Mon Nov 23, 2015 7:22 am 
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No way.. simic all the way on page 2? Here's a bump with a for fun deck that probably isn't very good but might be okay with some work

Just a rough draft version, only played a few games. I like the theme though

3 Jaddi offshoot
3 might of the masses

3 tide drifter
2 alchemist's vial
3 disperse
1 nissa, vastwood seer
3 valeron wardens(meh?)
3 Claustrophobia

3 Whirler rogue

2 Aligned hedron network
2 thopter spy network
2 From beyond
2 Chorus of might

1 Greenwarden of murasa

2 Gaea's revenge

1 Ulamog, the ceaseless hunger

24 land
8 lsland
8 forest
2 lumbering falls
2 Hinterland harbor
2 Foundry of the consuls
2 simic guildgate


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PostPosted: Mon Nov 23, 2015 2:51 pm 
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I have had a limited time on steam to date and have been focused on opening B4Z boosters whilst still few of the original origins cards unlocked. For this reason more through necessity when I was lucky to open a booster with Kiora, one of the new planeswalkers I wanted to build a deck around her.

As Simic prior to B4Z was to a certain extent seen as being the tap and delay deck and with access to origins D cards but also using landfill mechanic I came up with the following deck list. Whilst I don't have access to all the cards yet (for either release) I am interested in feedback on current list and what to look at to improve it.

Friends of Kiora



1 x blisterpod
1 x might of the masses
2 x mist intruder
1 x undercity troll
4 x timberland guide
2 x gatecreeper vine
2 x telling time
2 x titanic growth
1 x Jhessian thief
1 x Eldrazi skyspawner
4 x frost Lynx
1 x retreat to coralhelm
1 x claustrophobia
1 x retreat to kazandu
1 x separatist voidmage
1 x murasa ranger
4 x primal huntbeast
1 x wild instinct
1 x Kiora, master of the depths
1 x territorial baloth
1 x zendikar's roil
1 x gaea's revenge
1 x axebane stag
8 x island
9 x forest
2 x hinterland harbor
4 x Simic guildgate
1 x evolving wilds


It has lots of singletons but a decent mana curve 0 2 13 9 8 2 2

It tends to work fairly well and Kiora of course can make a difference.

As an aside ideas of what other ways to build around Kiora I am interested in, for now I am limited with pool but will either buy for boosters and grind at the same time.

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PostPosted: Tue Nov 24, 2015 2:16 pm 
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Simic Tempo

4 x Disperse
2 x Displacement Wave
2 x Harbinger of the Tides
1 x Jace, Vryn's Prodigy
3 x Skyrider Elf
3 x Tightening Coils
3 x Undercity Troll
3 x Anchor to the Aether
3 x Bounding Krasis
1 x Nissa, Vastwood Seer
2 x Reclamation Sage
2 x Retreat to Coralhelm
1 x Kiora, Master of the Depths
2 x Woodland Wanderer
2 x Guardian of Tazeem
1 x Woodland Bellower
1 x Plated Crusher

2 x Lumbering Falls
2 x Hinterland Harbor
4 x Evolving Wilds

10 x Island
6 x Forest


Not sold on Retreat to Coralhelm but everything else has been working well for me. The rest of the deck I wouldn't change. Not sure what to replace the retreat with yet. Possibly going to trade it for an evo leap or the green retreat card. The reason I took the Retreat to Coralhelm card over Evolutionary Leap in the first place was it helps with tempo. This deck needs to push through damage fast and if I am chumping plus hitting evoleap I have probably lost the game already. Lots of tapping and bounce effects keep us in control of the board and let our attackers through. I took Tightening Coils over claustrophobia since it has an easier cmc cost letting me play other creatures as well. If you guys have any suggestions to this deck let me know. As it stands now it wins about a little more than half its matches and is really fun to play. However, it does rely on getting a good starting hand to set up the bounce and tap shenanigans.

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PostPosted: Tue Nov 24, 2015 2:52 pm 
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Have you considered Greenwarden of Murasa? Granted the exile clause is currently bugged but it's still incredible value with just the one trigger. When it is fixed, that's 2x Eternal Witness on a decent body and at a reasonable cost (like Woodland Bellower). I'm finding it hard not to include these two cards is most green builds and considering you want to keep getting farther ahead while they fall behind, a value card like this seems to fit.


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PostPosted: Tue Nov 24, 2015 2:58 pm 
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You make a good point elk, but I am not sure what to cut for it atm. I was about to test running disciple of the ring but I am not sure what to replace for it, the same can be said about dropping in greenwarden of murasa. They seem to come in at the latter end, where I need to push my damage through early. Both cards have amazing value same with woodland bellower so I am not sure what to sub out while I test. Any suggestions elk?

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PostPosted: Tue Nov 24, 2015 3:47 pm 
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binderato wrote:
You make a good point elk, but I am not sure what to cut for it atm. I was about to test running disciple of the ring but I am not sure what to replace for it, the same can be said about dropping in greenwarden of murasa. They seem to come in at the latter end, where I need to push my damage through early. Both cards have amazing value same with woodland bellower so I am not sure what to sub out while I test. Any suggestions elk?

Well if you're not sold on Retreat to Coralhelm, I'd ask if you were cutting one or both? If you're dumping just one, than it wouldn't hurt your curve to squeak in the Greenwarden. As for Disciple, I count 9 possible targets? It's a great card but I tend to play it where I'll have more than ample fuel to power it's ability and I'm not sure 9 targets is enough. Further to that, you're running Jace and although they can work in the same deck, they do fight over the same food which can be a nonbo if there aren't enough targets for them to share.


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