Sideboard


IT'S FAST!
IT'S NEFARIOUS!
IT'S DOWNRIGHT INFECTIOUS!

Taking cues from a couple of shitty boosters, and ZooGambler's "The Brand New Simic Solution!!" this deck came together through the idea of inverse control. This a poisonous deck by design - and by poisonous, this is not a deck that lowers creatures' strength and toughness, but rather a deck that infects another's, turning their creatures into permanents that cost life to attack, defend, and even leave on the board, effectively turning their decks against them. The aim is to leave the opponent questioning the worth of their cards, ultimately wishing they had never cast these cards and searching for ways to kill them off.

Speed. With a little bioengineering at your fingertips, open with Young Wolf's, Strangleroot Geist's, Experiment One's, Cloudfin Raptor's and Zameck Guildmages's. Run headlong into your opponent with undying cards such as Young Wolf's and Strangleroot Geist's until you get at least one Master Biomancer down! Once at least one undying creature, a Zameck Guildmage and a Master Biomancer are played, swing relentlesly knowing that you're picking up at least three cards every time a Strangleroot Geist or Young Wolf dies, thanks to your Zameck Guildmage. Two Master Biomancer 's in play? Let's pick up a new hand. Try boosting with a Give / Take or even Force some Adaptation to lay the heat on your opponent and get things going earlier!

Once the simic engine is running, infect nearly any card of your choosing. Possessing your opponents field will leave them wincing as they kill off their own creatures. Control decks got you down? Contaminate your opponent's mana by strategically manipulating their land reserves with Contaminated Ground, effectively foiling spells while your opponent's deck struggles to get off the ground. Stab Wound 's only bring the bright light closer with up to six life points per turn!

Really want to screw with your opponent? Possessing their creatures and running Simic Manipulator takes the "Stop Hitting Yourself" game to a whole 'nother level. As if your side of the field isn't aggressive enough, the aura-enchantments you infect their creatures with remain on their side of the field, leaving them helpless as you bend their creatures to your will. As long as you keep their heavy hitters alive, they'll be looking for ways to kill themselves off by midgame.

Please offer any suggestions if you can. I haven't been at this for terribly long and I'm always open to new strategies. Feel free to comment, I'm updating as I go along! Thanks!

Suggestions

Updates Add

+4x Contaminated Ground
+1x Watery Grave
-1x Sinister Possession
-1x Experiment One
-1x Simic Charm
-1x Forced Adaptation
-1x Island

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

14 - 5 Rares

17 - 6 Uncommons

15 - 2 Commons

Cards 60
Avg. CMC 2.13
Tokens Beast 3/3 G, Frog Lizard 3/3 G
Votes
Ignored suggestions
Shared with
Views