1. Wild Pair + Genesis Hydra - This was an idea that popped in my head one night. Because the card Hydra "searches" for comes into play first, once cast, the Hydra will find the Wild Pair, play it, and then trigger it. I also love the interaction with Wild Pair and Duskwatch Recruiter, Overgrown Battlement, Acidic Slime, and Hornet Queen (as they are all a total of 4 and thus can "tutor" for eachother along with a 2/2 Ballista or Hydra). I didn't spend a ton of time on this idea as it felt like more of a "win-more" idea...but my god was it fun
2. Simic Devotion - This is the deck I've been testing for a while. It has taken quite a bit of time tuning it. I tend to start with a list that draws a TON of cards (but sometimes has the issue of not finishing quickly enough) and then slowly add more and more power into it until I feel that the balance between card advantage and power is as perfect as possible. This is the "delicate balance" I talk about a lot about.
Here is where I am currently at:
|Simic Devotion 4.0Magic OnlineOCTGN2ApprenticeBuy These Cards|
4x Arbor Elf
1x Birds of Paradise
1x Duskwatch Recruiter
4x Overgrown Battlement
3x Carven Caryatid
1x Eternal Witness
1x Wolfbriar Elemental
2x Acidic Slime
1x Ulamog, the Ceaseless Hunger
4x Walking Ballista
4x Utopia Sprawl
3x Oath of Nissa
1x Cloudstone Curio
1x Beast Within
1x Nissa, Steward of Elements
3x Garruk Wildspeaker
3x Kiora, Master of the Depths
1x Nissa, Vital Force
7x Green Fetch Land
3x Breeding Pool
4x Nykthos, Shrine to Nyx
I know on paper it seems a little "different". It is meant to follow the "overwhelming" play-style I prefer but in this case does it in a more interactive way than my past builds have. I will write more about it once I've got the board done; but the current differences from past builds include:
1. Overgrown Battlement instead of Coiling Oracle and 1-2 Birds of Paradise
I was already playing Carvan Caryatid...and was trying to look into 2-drops (as I came to the conclusion that the 4-5 drops are paramount to this deck and need to be played on turn 3 as often as possible...so a higher percentage of my 1-2 drops needed to be mana-dorks). I also wanted more power for Kiora's untap. Overgrown Battlement worked out perfectly. It allowed for more protection of my walkers, was great with Caryatid...and helps make Beast Within a better card in the deck.
2. Replaced one copy of Wolfbriar Elemental with Ulamog, the Ceasless Hunger.
I tend to like at least 1-2 cards that are 6+ in the deck. Mana sinks obviously are the key to the power of the deck; but cards with 7-10 CMC are the ones that can really end the game on the spot. I chose Ulamog because
(a) it falls in line with the "permanent" destruction of the rest of the deck
(b) it's ability is a "cast" ability so you are never completely blown out if they counter it.
(c) it can be chosen with Kiora, Master of the Depths and Duskwatch Recruiter's ability (where cards like Karn cannot).
(d) it can be "bounced" with Cloudstone Curio to destroy the opponents entire board (as Karn could before).
The remainder of the deck is exactly the same (just a bunch of untapping, card drawing, ramping, and mana-sinks). There is a prominent land destruction ark to the deck (between Acidic Slime, Beast Within, Eternal Witness to get it back, and Ulamog, the Ceaseless Hunger...it actually works quite well. The speed of the deck comes directly from the fact that all of the "untapping" abilities of the walkers can essentially be done at "instant" speed (you get priority and trigger them the same turn they are in play) so generally once you play one you can play them all...but the interactive elements allow for extra turns to really begin to drastically overwhelm the opponent. It snowballs.
I will post more once I have the sideboard worked out and can provide a detailed write up of at least 60+ matches.