"Nature is a wonderful engineer but works far too slowly for my tastes."
With just a bit of Simic Bioengineering, even the lowliest creatures of the wild become apex predators, at your command!
Take the general formula for an Undying Simic deck, cut the fat, add some additional evasion, and what you're left with is an unruly beast that tramples out of the gates with threats that even if answered come back stronger. Make your opponent second guess his blocking choices as your undying creatures beef up your evolve creatures.
How the Deck Plays in Magical Christmas Land
T1: Cloudfin RaptorT2: Young Wolf + Rapid Hybridization to leave you with a 3/4 Cloudfin (Evolve triggered from the Wolf being played, then re-entering from the graveyard, and again from the Frog Lizard token), 2/2 Young Wolf and a 3/3 Frog Lizard tokenT3: Strangleroot Geist along with a
Rancor
T4: End the game
How the Deck Actually Plays
I've had a good bit of time to playtest with this deck and had overwhelming success so far. The scenario above has occurred before but it's not something that can be counted on, so how does the deck play when there's no silly gimmick being thrown around?
Early on, if I'll play any one drop I draw to get myself on the board as quickly as possible. Ideally this would be a Cloudfin, but with my luck it's usually a Young Wolf or a Wasteland Viper. As the game progresses, I'll quickly load the field up with creatures (Favoring Evolve as soon as I can) and swinging, quite often, with everything. However, many games I'll find myself relying on Cloudfin, Stormbound Geist, and Elusive Krasis to do the bulk of the work, though they all perform admirably. Rancor and Simic Charm are key when I find myself low on creatures and the added damage turns games around quickly. This is a deck I've rarely found myself mana screwed by, frequently winning games on two sources.
Card Choices
Cloudfin Raptor: Evasive, evolve, one mana.
Young Wolf: Another solid one drop. Combos into Rapid Hybridization early for a solid setup or a late game recovery.
Wasteland Viper: Increase the chance for having a card to play T1 as well as some late game combat tricks.
Strangleroot Geist: Haste and a solid beater; rarely do I find myself afraid to lose one of these.
Zameck Guildmage: Removes +1/+1 counters from undying creatures for card advantage; a trick most people have become familiar with. It's solid and helps but often very unnecessary.
Elusive Krasis
: An amazing blocker and more unblockable damage once the cards start dropping onto the field. He comes into himself a little late but every little bit counts.
Skylasher: The only card out of Dragon's Maze that I've managed to fit in so far. I'm not even sure he needs to be explained. He's a two drop answer to a lot and he comes in early enough to evolve if need be. The fact that he can't be target of Simic Charm is disappointing but regardless, he's a beast.
Master Biomancer
: While he does beef up undying creatures as they return from the graveyard; this card has proven more reliable as a late game recovery card. Playing a Cloudfin on T6? Ouch... Oh, well now it's actually a 2/3. (As an added trick, Simic Charm Master Biomancer before playing apnother creature. That Elusive Krasis from earlier looks a lot nicer when he enters the field as a 5/9 late in the game)
Rancor
, Simic Charm, Rapid Hybridization: Yep.
But why not ____!?
Experiment One: I want to like this card, but given the choice, I'll choose Cloudfin Raptor over him every day. The regenerate isn't as useful as I'd like it to be, and this deck needs as much evasion as it can get, so fitting Experiment One into the deck becomes less and less plausible.
Bioshift
: The added combat trick wasn't worth the slot and often felt like a dead draw. +1/+1 counter removal is covered by Zameck Guildmage, and even then, moving them isn't necessary.
Ooze Flux, Forced Adaptation,
Ring of Kalonia
: Too slow to feel useful in almost every situation.
Vorapede: I have a love affair for this card and he is the original inspiration for me to try and build an undying simic deck, but he comes into the game far too late for my tastes and its just painful to watch him enter the field following Master Biomancer just to have him disposed of with spot removal...Not to mention, the 5 CMC is pretty harsh on this deck.
I take all suggestions into consideration and would love to hear what changes you think I should make. All feedback and +1s are appreciated!
(How about a suggestion for a better deck name? ....)