Also, you could have something like bloodseeker and blood artist to make it so that the Exquisite Blood + Sanguine Bond triggers as soon as a creature dies, they play a creature, they take damge or you gain life. Really hard to get out of that one.
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I've never ever even thought about that fact that you can put Vampire Link on an enemy creature before! That'll come in handy! Thanks!
Whhy scroll thief and not cold-eyed selkie? It's just a lot better in all aspects except for its toughness.
Oh, ok :3 I think I've figured out the general idea of the deck, though. It seems pretty good!
Sorry, but I didn't quite get your strategy, I can't get around your spelling and grammar :/
Not really anything in perticular. I just felt like making a vampire deck, so I made one. I'm still kind of working on it, so suggestions on what cards to use for kind of a midrange deck would be nice, I guess. Because currently, I have a bit of everything and I want to go in a single direction: midgame. Draining life is kinda cool, and the cards I use for it are going to be effective on their own, too (maybe noot blood artist, but hey)So basically, start out slow, build an army, crush the enemy. Pretty straightforward. I'm planning on building it in a similar way of the merfolk deck that I've built (which I actually currently have IRL, loving that deck so much!)
Skullclamp comes to mind. and that giantic thingie that makes all your guyss affinity for artifacts. Those two with the ravager are tons of fun :) Mycosynth Golem was its name
This one is interesting, I like it!
I would personally add merrow reejerey and the merfolk banneret. Get 3 of each out in play and enjoy your infinite tokens. If anything, the banneret speeds things up and makes you play things on the cheap. Merrow reejerey is simply amazing merfolk for controllign the field or simply untapping your mana to play more stuff.
who is your commander? Could you put him in the sideboard, it makes it easier to spot him
a lot of times in a merfolk deck, you'd not want to drop that mana leak until you run out of cards in hand. Why? Because you want to spawm your lords and other merfolks to get the aggro going. By the time you have enough mana to save for that mana leak it would be pretty much obsoleted. I'd suggest something that doesn't require them to tap mana. Cancel or just counterspell would be a much better choice for merfolk with this many lords.
This looks rather nice! I might actually consider building this deck... I mean, the price is relatively low. Consider adding crypt ghast and possibly something to kill your own creatures with (like to draw cards and stuff) It makes the deck generally faster, though don't add too much of them without card draw to back it all up (or x costs)Looks solid, I like it, might build the deck with a few changes just to fit my playstyle a bit more ;)
Looks interesting. Might build something similar!
I must say, I am enjoying the series of budget decks! They're really nice, especially as said before for teaching other people how the game works!
I'v egiven this suggestion to other Simic players before, and I'd like to state it here too: using Rapid Hybridization on a Strangleroot Geist with some evolve cards with low amounts of counters on them is really good. Not only do you get a 3/2 haste and a 3/3 for 1 mana (only requirement is the 2/1 haste undying to begin with) but you also evovle most of your creatures, as the lower mana cost ones usually have more or equal power to than toughness! So a great combo could look like this:Turn 1: Cloudfin raptorTurn 2: experiment 1Turn 3: The geistTurn 4: Play other evolve spells and Hybridize your geist, suddenly, tons of 3/3s 2/3s or even 3/4s pops up to say hi
Oh, ok, I just wasn't sure :P
Why breeding pool and not tropical island and why Watery Grave and not Undergroun Sea? Or are those cards banned. Not sure, just throwing that out there.
I like this deck. It's cheap to build and seems like a lot of fun to play. Might be good for teaching newer players how to play the game! I'd add Krenko, though. :)
the biomancers are expensive though. Only reason I have one in my simic deck to begin with is because I got lucky at the pre-release :P I agree that bioshift is really good for moving counters from creatures that are about to die to another creature, but they also work very well with fathom mages. I'm kinda torned about it, I still think Fathom mage is a great creature. The guildmages are mainly there to boost any low casting cost creature that I might unluckily draw, just so I have a way of using all of my mana on each of my turns.I will consider the choice of keeping two out of the three, though. I might just have them in the sideboard in case I go up against a deck with heavy removal. As said earlier, biomancer is only there because I got really lucky, who knows, I might get another one sometime in the future ;)
I've built a mid-range aggro simic deck too. The aggro simic decks generally just tend to lean towards the green side while the control decks tend to lean towards the blue.http://www.mtgvault.com/lankeonluck/decks/number-six/I don't know if it might help, but you can get some inspiration from my own deck, maybe?On a note, I don't like the arbor elf. I think Gyre sage would do the trick equally well if not better. Why? Because it can become a powerfull attacker mid game and still generate mana for when you need it.If you're running strangleroot geist, I'll just suggest Rapid hybridization. You have no idea how much fun it is to look on the enemies faces when you suddenly turn a 2/2 and a 2/1 haste into two 3/3s and a 3/2 haste on turn three :P you might even get something worth 2 mana, like a gyre sage out to evolve into a 3/4. If you're going for aggro, that is my best suggestion for this deck.
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