A Magical Huffalump Resides Here: Simic Control U/G

A Magical Huffalump Resides Here

My name is Ed, I am a programmer. Just another dude with another blog. I like MTG, Open Source (more towards FREE software). I like sports, and eventually I hope to do business and do good for the world in general. This blog is gonna be about Magic The Gathering. Decklists and snippets will be posted here. It may lead somewhere or nowhere, as with all things arcane, that was bloody obvious =)

Monday, May 22, 2006

Simic Control U/G

oki.... I'm onto the simic now =)

I like the new graft mechanic, and the cytoplast root kin is really good. It allows you to play snazzy combat tricks.

So far I have only tested against r/g gruul and it is actually doing quite alright. Currently about 3 out of 5 matches won. (this was developed from another list so there was actually more testing, just putting down the relevant ones)

First of all you note a lack of the duals.

Yah you don't really need the duals (well at least so far =P)

And for good reason, I don't like the dryad lol

The simic growth chambers are still there as they represent continous powering of the vinelashers. Miren is just so good when it comes to combat tricks.

In some matches:
I send a 9/9 vinelasher into the red zone and the options are:
1.sac to miren to gain life
2.Draw off the sages
3. Retrieve the +1/+1 to a cytoplast root-kin

All good options

Currently the two question marks are the biomantic mastery and the blood clock.

Both meant for the late game, both have yet to see play =P

the warhammers are like insurance, they keep up the pressure and you gain life at the same time, some good! (not forgetting that it also grants trample!)

Some notes:
This deck requires thinking at the combat level, most times you want to wear out your opponent's (in this case the g/r gruul) army before they can just alpha strike you to oblivion. Make a wrong move and things can go downhill very quickly. Attack only when it is safe to.

Oh yah you do not have mass removel or even targetted removal (unless you count bounce), so the simic control (or at least this version) is more about winning with "better"/"more flexible" creatures. You MUST wear out the opponent's army.

Potentially I see problems when I test it more, there are many cards at 3cc and the spell snare's "target only 2cc spells" miiggght be a problem...

Comments, suggestions, your experiences welcomed

// Lands
3 Simic Growth Chamber
1 Miren, the Moaning Well
10 Forest
9 Island

// Creatures
3 Cytoplast Root-Kin
3 Novijen Sages
1 Simic Sky Swallower
4 Vinelasher Kudzu
4 Carven Caryatid
2 Loaming Shaman
1 Vigean Hydropon
3 Sakura-Tribe Elder // Spells
4 Voidslime
4 Spell Snare
1 Blood Clock
4 Mana Leak
1 Biomantic Mastery
2 Loxodon Warhammer


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