Based off of Travis Woo's Simic Doubling Season found on Channel Fireball.
Intended to be a little more flexible with the addition of red mana.
The deck at it's core is a combo looking to go for a "same" turn kill with Doubling Season
+
Jace, Architect of Thought
. If your season is down, Jace comes into play with 8 counters, and you proceed to immediately ultimate him searching for another Jace from your deck and whatever is going to help you just win the game from your opponent's deck. Depending on how many Jaces you have in your deck still to search for, you can get up to 4 of your opponents best cards. On your last Jace you can search for either Time Warp to take an extra turn or Ral Zarek and flip 5 coins for extra turns while still keeping Ral alive.
The Fogs and the
Khalni Garden
s serve to try and keep you/your Planeswalkers alive long enough to go off. The gardens also benefit from Season and can actually serve as an alternate win condition with Garruk Wildspeaker's ultimate in some games.
Garruk puts in serious work for the deck as he's really the only source of "creatures" the deck can put out on its own. As such, he can be a win-con in some games where you just flood the board with tokens and take an extra turn or two. He's most often used to combo with the bounce lands with his plus ability. This is especially back breaking for some players when you can for example use Savor the Moment and then untap a
Simic Growth Chamber
and use them as almost extra copies of
Explore
while also adding a bunch of counters to Garruk himself.
Ideally you're winning on what would under normal circumstances be your turns 3-5 by going off with Garruk along with the Savors and the Time Warps.
The deck is particularly strong against creature based decks and/or non-disruptive decks. The sideboard is mostly designed to deal with Blood Moon with the Naturalizes (also comes in against Affinity, Boggles, and the Amulet of Vigor along with a few others as needed); the Witchbane Orbs come in versus Storm and Scapeshift; the Lightning Bolts! I usually throw in versus Jund as a way to often deal with early goyfs and in some cases Lilianas; The Pyroclasms come in versus many aggressive/small creature based decks, like Delver, Soul Sisters, tokens, some affinity matchups, etc.
Spell Snare is the card I feel most strongly might soon be a main board and cut/swap the explores. The meta is just jammed with 2 drops and the
Explore
is great in some situations, but too often it's just (1)(G): Cycle.
I've considered also adding Shadow of Doubt to the deck as another answer to Scapeshift but also help combat the Tron decks and also just a nice way to hose fetches.