Introduction
Rashmi offers card advantage simply from casting spells. Flash enablers and lots of instants allow Rashmi triggers on each opponent's turn. The deck wins through slowly by amassing a large board state and then using a Overwhelming Stampede (or similar spells) for the win.
Ramp and Card Draw
Simic is a powerful combination for ramp and card draw. Rashmi herself acts as the main card advantage engine. High CMC card draw spells increase the probability of getting a free spell cast with Rashmi, and if not, you put that card into our hand instead. All of the ramp in the deck has a CMC of 4 or less. So, with most spells in the deck being 3 CMC or less, on average we'll get a free spell from Rashmi.
Seedborn Muse
is just busted in this deck, especially when combined with Flash enablers:
Vedalken Orrery
,
Leyline of Anticipation
, or
Alchemist's Refuge
. She allows you to have enough mana to keep on getting Rashmi triggers on our opponents' turns.
Top Deck Shenanigans + Abusing ETB effects
The deck contains several ways to set up the top of the deck ensure free spell casts with Rashmi. Also, the deck is focused on ETB creatures, so a few cards that help abuse these effects (like clones) are included.
Worldly Tutor
: Tutors that put what you need on top of the library to ensure Rashmi utilizes them.
Sensei's Divining Top
and
Sylvan Library
: Let you rearrange the top of the deck every turn to best make use of Rashmi.
Lifecrafter's Bestiary
: Lets you scry away cards that aren't needed.
Vizier of the Menagerie
: Can see what card is on top, and cast it if it's a creature. This works with Flash.
Sylvan Library
: During our upkeep, we can see the top 3 card of our library and rearrange them before drawing. We can also pay life to draw those cards as well.
Clones:
Body Double
,
Bramble Sovereign
,
Clever Impersonator
,
Cackling Counterpart
,
Phantasmal Image
,
Phyrexian Metamorph
,
Progenitor Mimic
, and
Stunt Double
.
Tempo and Control
This deck plays as a tempo and "permission" deck until a large board state has been achieved. Instants and creatures with Flash are important to help get Rashmi's trigger on opponents' turns and bury them with card advantage. In order to control the tempo of the deck, there are many bounce spells, counterspells, and removal spells.
Torrential Gearhulk
: I typically count as a control spell as the most common targets for him are either counterspells or instant-speed removal. It's also a 5/6, which can act as a attacker or blocker.
Counterspells:
Arcane Denial
,
Counterspell
,
Cryptic Command
,
Disallow
,
Dissipate
,
Insidious Will
,
Negate
, and
Swan Song
.
Removal:
Krosan Grip
,
Acidic Slime
,
Rapid Hybridization
,
Beast Within
,
Pongify
,
Reclamation Sage
and
Bane of Progress
.
Bounce:
Cryptic Command
and
Cyclonic Rift
.
Win Conditions
The deck wins in a more typical green deck fashion. This deck isn't about spewing out tokens or elves. It wins via controlling the board with removal and counterspells while slowly amassing a board state. Protecting our board state from boardwipes with counterspells is key. Here are some cards that typically put the nail in the coffin:
Craterhoof Behemoth
: Play our creatures normally, than when the time is right, go for the kill.
Overwhelming Stampede
: Wait until a bigger creature is out and then give our team a massive +X/+X and trample buff.
Triumph of the Hordes
: If you're creatures have Trample, not even blocking will stop our infect from winning.
Pathbreaker Ibex
: Another solid beater who buffs the entire team to swing in for the kill.
Kalonian Hydra
: Efficient big beaters. Can buff the team massively with either
Pathbreaker Ibex
or
Overwhelming Stampede
. Also good targets for
Progenitor Mimic
or
Prime Speaker Zegana
.
Progenitor Mimic
: There are plenty of creatures in the deck that when this guy copies it can get out of hand very quickly. It only takes a couple copies of one of those creatures to give enough of an edge to overrun the opponent. And it's funny when you copy
Craterhoof Behemoth
.
Comments
I built this deck because I use to always win with combos, which some players I play with frowned upon.
Therefore I decided to build a deck that's: consistent, powerful, and has a strong synergy.
This deck has 2 main weaknesses. ETB negation puts a stop to this decks' synergy. And consistent removals means we can't build a board state to finish a player.
However, even than, both obstacles can be overcome. Counter or remove the source of ETB negation. Ulamog allows us to get our graveyard back into our library, therefore we can try and with through attrition.