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Aggro Blue/Green Deck based on Delver of Secrets and Quirion Dryads combined with Wild Defiance
Don't hesitate to mulligan in order to start with a creature in hand, preferably Delver of Secrets or Quirion Dryad. All of the creatures are 1-2 cast in order to get them out ASAP. Grow the Dryad with blue spells: think twice, mizzium skin, hands of binding, Delvers...Save the artful dodges for finishers, especially if you can get Wild Defiance out.Strangleroot Geists can be early aggro or blockers. Use Zameck Guildmages to remove the counter from the Geists in order to enable the undying trigger to work again. Zameck Guildmages combined with the Dryad counters are also a source of card draw in order to get more spell to pump the dryad.The idea is to be able to kill on turn 4 if all goes well.Turn 1) DelverTurn 2) DryadTurn 3) Wild DefianceTurn 4) Simic Charm + Artful Dodge (flashbacked) on both for 18 DamageSideboard is designed to deal with various deck strategies:- Tormod's Crypt is designed to counter re-animator decks- Essence Scatter is designed to counter decks that make use of Snapcater Mages and/or Thragtusks- Negates and Stormbound Geists are there to counter decks that make use of a lot of board wipes.
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I like the wild defiance addition. I play Dark Dryad which is based on cypher spells to increase the dryad, but now I'm thinking of a revision to include this underrated enchatment. Thanks;)
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Wild Defiance can be terrifying with the Dryad. Imagine it and a Dryad in play. Simic Charm + Artful Dodge provides you for 3 mana a 12 point swing, and heaven forbid you have one more blue mana, you could add another 4 damage by flashing back the artful dodge. If all goes well, you can get a turn 4 kill.1. Delver of Secrets2. Dryad3. Wild Defiance4. Simic Charm + Artful Dodge FlashbackedAssuming you flipped the Delver, you get a kill on turn 4.
Ouch! I'm seeing a double strike deck for extended! Great work with the deck, this is big for simic in standard. But.. Why run two? I'm going to three!! Drop the pike? Good luck.
Three Wild Defiance you mean? Yeah, I debated whether it was worth putting the pikes in since a lot of the spells end up being exiled due to flashback. I might switch to 4 Wild Defiances to make sure I get one out ASAP.
Altered the deck to what I currently have it at. It's one of these decks that kills in 5-6 turns or you probably end up loosing. But it pack a serious punch when the cards come together.
So I've been playing this deck, and I would like to say that it is very powerful and effective against other tournament decks that some friends have tried against it. The one thing that I decided to change is to remove Cyclonic Rift and Silent Departure and replacing them with more Sleeps. Sleep affects the entire opponent's board and gives me two additional turns to attack and finish them off.
Changed this deck to include Strangleroot Geists in order to make the deck more aggressive. Removed Talrand, Sky Summoner and a couple of instants. Also switched out the Tandem Lookouts for Simic Guildmages which allow me to remove counter for card draw, including removing counters from undying creatures to make them undying again.This way all creatures are 1 or 2 drops, making this deck very cheap to run.I am considering removing one more land to drop down to 21 and adding back in a Simic Charm. My only other though is to maybe put in Rancor.