I've been tinkering with Vorel since it first came out, and I desperately want it to work. I keep on watching videos of people playing Vorel poorly and only winning because everyone ignores the Vorel player (which really hurts because that's the only way I used to win with this deck). I want Vorel to win because it's good, not because he was ignored until it was too late. After lots of tinkering, play-testing, and new set inclusions, I believe it is finally ready for some real play.

Finale of Devastation + Pathbreaker Ibex

Aphetto Alchemist + Illusionist's Bracers + Mana Rock= Infinite Mana

Alchemist's Refuge + Simic Ascendancy + Vorel of the Hull Clade + Creature w/ 20+ +1/+1 counters= Instant Win the Game

I don't know if everyone is familiar with the Spike Weaver combo, but it can also win you the game by playing a war of attrition. I have had opponents concede simply because they couldn't hit me. Not my favorite move, but I've seen people screw-up the combo and forget to leave enough mana open for the Weaver. If you play it, know that your opponents will come after you if you give them a window of opportunity to do so.

Cast Primal Surge. There are only 4 non-permanent spells in the deck, so the probability of hitting one is really low. Either you will cast a lot of your deck until you hit one, or you can choose to cast a lot of your deck until you hit an Akroma's Memorial giving everything haste and swing in at all your opponents for the win. In addition, most of the creature spells in the deck enter the battlefield with +1/+1 counters without an X in their mana cost, so you won't lose many creatures this way.

Otherwise, the main strategy of the deck is to not dedicate too much to the board and smash in with a huge creature. I.e. cast Vorel of the Hull Clade, cast a creature the following turn, and start doubling. Most creatures enter the battlefield with at least 3 +1/+1 counters. The same turn the creature was cast, it could easily become a 6/6 or more. Most of them have Trample or there are inexpensive cards to give them trample. Theoretically speaking, you could win just by playing one really big creature and stomping in.

This is definitely an odd construction for a Simic deck. Initially, I thought each color should play to its strengths (green:ramp, blue:control/draw), but I found that the secondary abilities like Trample and mana rock affiliation between the two to be more effective. Strangely enough this also flows nicely with Vorel of the Hull Clade's flavor text.

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93% Casual

Competitive

Date added 5 years
Last updated 4 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

48 - 0 Rares

19 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.42
Tokens Emblem Nissa, Who Shakes the World, Emblem Teferi, Temporal Archmage, Morph 2/2 C, Thopter 1/1 C
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