Went 10-3 using a tweaked Simic Mass Manipulation deck. These cards were impressive:
Benthic Biomancer - looting every turn is strong, especially by the late game when you're only looking for certain cards.
Entrancing Melody - everyone has creatures. At the very least you can steal their army token. This card was the most impressive of all and I'm confident it's one of the most powerful in the format. I had many games where opponent would work to get +1/+1 counters into play, and then I simply steal their creature and reap the benefits. Hell, it even steals Ugin's Conjurant for 2 mana.
Incubation Druid + Jiang Yanggu - more mana!!
Jiang Yanggu, Wildcrafter - the point being that you'll always have the army token, which will have a +1/+1 counter, which will be able to tap for mana from his passive, so he's also a ramp card.
Biogenic Ooze - be sure to order triggers such that Ooze triggers before the emblem.
These cards were meh:
Paradise Druid - it's just a 2/1 ramp creature.
Nissa, Who Shakes the World - the problem with this card is that by turn 3, a 3/3 vigilance is bad already. While normal decks run 4x, I suspect in this format the correct number is zero.
I lost one game to Esper planeswalkers, which was even playing Thought Erasure and Dovin's Veto. It was very impressive because those cards look unplayable. Of course they also happen to own my Mass Manipulations ... one of the other losses were due to being tempoed out (being on the play is a huge deal in this format), and the last was to a Mass Manipulation mirror where opponent drew more Mass Manipulations than me. To be fair though he was playing Hydroid Krasis while I wasn't (not sure if that's worth running in this format).
Points to note about this format:
- It's dominated by creatures. Planeswalkers also get the emblem effect, but importantly the opponent can attack your planeswalker much easier; they'll always have at least an army token.
- I don't think countermagic and hand disruption is playable in this format. It's too fast.
- Snowball effect is huge. Don't play anything that doesn't impact the board the turn it enters play.
- Don't bother playing around sweepers. They're too rare to bother.
- Don't just trade away your army token. If you're going to be able to play another creature with +1/+1 counters, you want to keep the token so you can keep buffing.
- Being on the play is a huge deal.
Some cards I played against which might have potential:
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Domri's Ambush seems like a good way to get going and kill one of your opponent's army token (or whatever) as well.
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Simic Ascendancy looks close to unbeatable if played early, and backed with enough explore creatures. Could be dead if drawn later though, although hopefully you have enough creatures that it's a 5-turn clock at most.
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Venerated Loxodon was one of the first things I thought about, but amazingly enough, it seems quite win-more (also outright loses the game if the opponent can cast Mass Manipulation).
- The explore package looks pretty good since everything lands with +1/+1 counters; however drawing lands off the explore is a huge drawback.
I already find the format pretty stale - good luck to those still playing it