This is a Block Constructed deck in preparation for the next month or so of FNM and GP Manchester as we will be switching to Theros Block Constructed until it is finished at my local.
Green/Red Monsters is how this deck started, but later it became a Big Red Devotion deck with lots of burn and cards like Xenagos, God of Revels, Purphoros, God of the Forge, and 4 of each Fanatic of Mogis, Archetype of Aggression,Flame-Wreathed Phoenix and Stormbreath Dragon.
The reason I drifted back towards Green is because I have recently been playing around with the idea of a control deck that focuses around the early game, countering early spells with Nullify, Dissolve and Stymied Hopes, laying down some early blocker/ramp in the form of Sylvan Caryatid, and Kiora, the Crashing Wave are my early game plays, the +1 being incredible for stalling out. Because of the weakness of control in Block, I felt that after the opponent had tapped out, they wouldn't be able to stop me after I drop Prophet of Kruphix due to the huge extra mana it allows me to play with, this is when I start breaking out larger spells, more Kiora, the Crashing Wave, Prognostic Sphinx, Oracle's Insight, bestow Boon Satyr and Mistcutter Hydra, and topping out the curve with Tromokratis, and the ability to do all (except Oracle's Insight of this at instant speed really allows me to play around the opponent, and truly ruin their combat maths every turn, swinging in with lots of evasive damage on my turn, drawing cards with Kiora, the Crashing Wave post Prophet of Kruphix, and untapping everything ready to counter their spells or burn their creatures.
The Black Aggro matchup, Naya, Gruul, and the W/U voltron and white weenies matchups are very easy, I haven't played vs the red-devotion / RDW yet, and there are sure to be some burn lists and blue devotion I haven't played yet.
This deck has been changed from RUG to Simic, cutting the burn, and some of the larger creatures for blue/green alternatives, and introducing more of an emphasis of card draw and scry, due to the fact the deck used to run out of steam due to the saturation of non-finisher creatures and spells. Splitting the control and finishers for about 1/3 finishers, 1/3 control and 1/3 utility in order to make the most of the large amounts of scry and the increased draw power.