Maybeboard


Strategy

The typical "Draw, Go" Simic shennanigans. You draw a card and pass the turn. Then you cast your spells in the opponent turns, mostly counter spells and removals to control the board.

Rashmi is the center piece of this combo. You do not use her to free cast whatever you flip of her except if it is a mana rock or ramp. Usually you just use her as a draw engine. This allows you to break parity. Counter spells and spot removals are trading 1:1 which is bad in a multiplayer format where you have more than one opponent. By drawing a card everytime you counter or remove something, you make sure to draw into more gas down the line.

Try to not play more than one card on each opponents turn to make the most of Rashmi's ability but don't hesitate to cast 2 or more spells if the situation requires you to.

Keep your draw and filter spells for the end of the last opponents turn if you have mana open.

Deck philosophy

As usual, I like to commit to the theme harder than probably necessary. The deck is 50 % cards that you can play at instant speed. The deck is designed to slow down opponents and counter their big combo pieces or remove them. It was pretty much a reaction to getting killed by one too many "hihi, I win" solitaire combo.

As most counter heavy decks, this deck is weak to wheenie decks. There is not really a big spell that you want to counter and they slowly flood the board with "insignificant" pieces that you don't want to waste a removal spell. This makes target assessment especially hard. Blue-Green instant board wipes are also few and far between, Cyclonic Rift of course being the best card here. Feel free to add Evacuation and similar cards to the deck if "Go wide"-decks are more prevelant in your play group.

Wincon

Ironically, there are not many good "fair" ways to win in this kind of decks. So in the end I opted for the classical Dramatic Scepter combo Dramatic Reversal + Isochron Scepter which produces an infinite amount of mana if you have mana rocks and creatures on the field that produces 3 or more mana. From there you win fairly easily by just casting Blue Sun's Zenith on yourself to draw your deck and then consecutively on everyone else to kill them. You can also go for some infinite turn shennanigans with Nexus of Fate and Seasons Past but I found this less commmon.

You either die a hero or live long enough to see yourself become the villain... or something.

Suggestions

Updates Add

Comments

92% Casual

Competitive

Date added 2 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

27 - 0 Rares

23 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 2.52
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Elemental 4/4 UR, Frog Lizard 3/3 G, Manifest 2/2 C, Treasure
Votes
Ignored suggestions
Shared with
Views