Can You Build Simic in Commander Without... Going Simic?

by
Arnaud Gompertz
Arnaud Gompertz
Can You Build Simic in Commander Without... Going Simic?

Edric, Spymaster of TrestEdric, Spymaster of Trest | Art by Volkan Baga

Greetings and salutations and a warm welcome to this third article in the Branching Out series,  where I try to find interesting and uncanny brewing ideas outside of the most popular archetypes for each color pair. After tackling Boros and Orzhov, it's time to take a look at what's perhaps considered as the most infamous combination: Simic ().

Simic has a strong reputation of accruing monstrous value and overwhelming boards quicker than most other color pairs. Its access to blue means it has a massive control suite available, and green allows players to accrue a lot of mana in a short time.

Every pod has said or heard phrases such as "yep, it's Simic" or "Simic doing Simic things" or yet again "That's Simic for you." You get the idea.

Hakbal of the Surging Soul
Aesi, Tyrant of Gyre Strait
Omo, Queen of Vesuva

A quick look at EDHREC's dedicated page shows that the most popular commanders are:

There's once more a pattern emerging, although the top two commanders in the list differ somehow, being focused on specific builds.

Kinnan in particular stands apart, but I assume the high numbers to be related to its popularity in cEDH. One could also argue that Omo and Hakbal both benefitted from the "precon effect," but the truth is they are stupidly good at what they're doing.

Let's see if the trend is confirmed by looking at the top tags in Simic:

Again, there's a significant emergence of Merfolk and Lands Matter. Note also that Landfall is not far behind, at 6.2K.

Topdeck surprised me a bit, but justifies its presence due to the popularity of Galadriel of Lothlorien (2.3K), Elrond, Master of Healing (1.3K) and Kenessos, Priest of Thassa (1.3K).

Long story short, Simic decks love playing around with their lands, using and abusing their enter-the-battlefield (ETB) effects. So let's try getting away from those, and find some underrated gems worth giving a try.



EzurinfectEzurinfect

Ezuri, Claw of Progress

Let's start things slow, with a prolonged and tricky agony for your opponents.

There are currently 278 decks playing this commander with a poison counters focus, and I feel this is criminally underrated.

You know what infect is, you've seen it in action, even died to it in the past. The absolute master of this craft is none other than Atraxa, Praetors' VoiceAtraxa, Praetors' Voice. But there are other, sneakier ways to achieve similar results.

The core idea is simple: get poison counters on each of your opponents, then proliferate them like crazy, or aggro them to death with the boost provided by your commander.

Bear in mind that as soon as the table understands what's going on, they will unite for a common cause: your total and utter obliteration.

Blighted Agent
Dreamtide Whale
Fog

To make this work, you'll need:

  • Ways to poison: At this time, there are 78 cards in Simic including the words poison, infect, or toxic. Of these, 29 creatures sport a power less than or equal to two, which perfectly suits these sinister purposes.
  • Proliferation outlets: There are 61 spells with the keyword proliferate. More than enough to finish things off.
  • Protection, protection, protection: This is one of the rare cases where I'd advocate a very strong interaction suite. You will be pitted as Archenemy in no time, and will need to protect yourself. Counterspells, instant-speed removal, panic button board wipes, and fogs will be your friends.
  • Decent Ramp: You need to spew threats at a constant pace to keep your opponents on their toes.
  • A bunch of draw outlets: You require a full hand to respond to outside threats and to keep the board full at the same time.

You will like this deck if: 

  • You like being in control
  • You live for alternate win conditions
  • You're a control freak
  • You enjoy flooding the board with small creatures

You won't like this deck if: 

  • You're scared of being the main target
  • You don't enjoy careful planning and thinking
  • You believe math is for blockers
  • You're not a poison fan


Pride of Hull DefendersPride of Hull Defenders

The Pride of Hull Clade

Ever wished to go full aggro while retaining an impassable board of blockers? This is what you've been looking for. Let's forego the popular Toughness Matters section and its 1.6K decks for the moment and focus on the more confidential Defenders (166).

Granted, the top spot for Defenders matter decks is held by none other than his Lordship Arcades, the StrategistArcades, the Strategist and its 19.2K decks. But this doesn't mean you can't do the same without white.

Again, this is as simple a plan as it gets: Play some early ramp, deploy creatures with massive toughness, cast an outlet allowing your stuff to swing, deal massive damage.

The beauty of it is that you can sit still while trying to find said outlet, and potentially draw an insane number of cards with your commander's ability.

Shield Sphere
Tapestry Warden
Training Grounds

To make this work you'll need:


You will like this deck if: 

You won't like this deck if: 

  • You prefer being on the proactive side
  • You don't like to rely on specific outlets to enable your strategy
  • You don't like jumping through hoops to get things done
  • You don't want to keep track of the perfect offense/defense balance.


BearsBears With WingsWith Wings

Halsin, Emerald Archdruid
Feywild Visitor

It's fine, I heard you from the other side of the planet, I know I said I would step aside from the most played archetypes. But this one is a bit different.

In a way, this plays out a lot like Edric, Spymaster of TrestEdric, Spymaster of Trest: Cast a bunch of small evasive creatures, draw cards, draw more cards, find a finisher.

Except this time, your finisher is in the command zone. And that said zone also provides you with more creatures.

You see where this is going. For a puny , your commander gives a +3/+3 buff to most of your creatures. This could become a serious threat to any life total in no time.

Invisible Stalker
Bident of Thassa
Jaheira, Friend of the Forest

To make this work, you'll need:


You will like this deck if: 

  • You like go-wide strategies
  • You want to draw lots of cards but dislike Edric
  • You wish to try uncanny commander pairs
  • You come from and miss the feeling

You won't like this deck if: 

  • Attacking relentlessly is not your thing
  • You find 1/1 tokens too fragile
  • You're not into value
  • You wish for a different experience every game with the same deck


Your Stuff Looks NiceYour Stuff Looks Nice

Moritte of the Frost

Let's dive into the weird territory. This one is all about scaling with your opponents' power, and getting to copy their best stuff.

They can keep it. After all, it's theirs. But mama always said to share your toys, didn't she? And they look soooo appealing...

In a nutshell, you'll want to cram your deck full of clones. There are currently 53 cards in these colors that contain the words "as a copy of," and most of them fit the overall purpose. And that's not counting spells that create token copies...

While this strategy will struggle in higher power tables, it should play nicely up to a decent Bracket 3.

The savviest among you may remember I brewed a similar deck almost exactly two years ago. The only difference is that, today, there are no budget restrictions!

Clone
Sublime Epiphany
Extravagant Replication

To make the strategy work, you'll need:

  • Clones, clones and more clones: This deck relies entirely on the best things your opponents will play. So cram it full with copying effects, be it in the form of creatures, enchantments, or spells. At least 30-35 spells. Bring out Dino DNADino DNA, Quantum MisalignmentQuantum Misalignment, Irenicus's Vile DuplicationIrenicus's Vile Duplication, Three Steps AheadThree Steps Ahead, Elminster's SimulacrumElminster's Simulacrum, Sakashima of a Thousand FacesSakashima of a Thousand Faces, Pirated CopyPirated Copy, Vesuvan DoppelgangerVesuvan Doppelganger...
  • A decent draw package: To keep your hand full with action
  • A decent ramp package: To make sure you can cast the more expensive spells in your hand.
  • A little interaction: You're already interacting by making copies of the best stuff on the board!

You will like this deck if: 

  • You wish for a different experience every game with the same deck
  • You like unpredictability
  • You don't mind pulling duds from time to time
  • You're genuinely interested in finding out how other decks tick

You won't like this deck if: 

  • You don't want to rely on the other players for your game plan
  • You like knowing where you're going
  • You believe Commander is more conquering and less sharing
  • You prefer playing Solitaire


Imoti and His Hippo Companion

Imoti, Celebrant of Bounty
Keruga, the Macrosage

Let's end this list with one of my personal favorites, which gets nowhere near the love it deserves, with only 84 lists to its name.

This one's a boon to build, as it requires little brain power: Cram each and every one of your favorite creatures in here, play a massive ramp package, and have fun!

Since Keruga's restriction forbids you to play anything with a mana value less than three, your early turns are going to be extremely quiet, aside from the very occasional Search for TomorrowSearch for Tomorrow. On turn three though, you must have something ready to play, ideally a ramp spell that will lead into Imoti on the subsequent turn.

Once you hit the six-land threshold (usually on turn five), it's time for fun. Play your big stuff, and cascade away with your commander, for an avalanche of value.

Depending on what you decide to add, this could range from amusing to devastating. Beware, I've found it deceptively easy to deck myself on occasion.

Monstrous Vortex
Gilanra, Caller of Wirewood
Koma, Cosmos Serpent

To make this work, you'll need:

  • A lot of ramp and card draw: This deck embodies the Simic philosophy of drawing big and casting big. Therefore, you need ways to consistently keep your hand packed with action and make sure you can play said action
  • A bunch of big boys: As the goal is to smack hard, you need to be able to flood the board, in a quite literal sense. Big evasive monsters are your go-to.
  • Asymmetrical board wipes: Your stuff is expensive to cast, so you might as well try and keep it, while removing all those pesky critters that hinder your progress. Think Scourge of FleetsScourge of Fleets, Ezuri's PredationEzuri's Predation, Engulf the ShoreEngulf the Shore...
  • At the very least 38 lands: As your ramp is coming in late, you cannot afford to miss a single land drop in the first four turns.

You will like this deck if: 

  • You enjoy playing huge monster after huge monster
  • You like building decks with imposed constraints
  • You don't mind having a hand made of 57 cards
  • You like spectacular attacks

You won't like this deck if: 

  • You want to deploy quickly
  • You don't like going into the red zone
  • You're all about controlling the boards
  • You're not a Timmy

As an added bonus, here's my personal brew. Nothing too optimized, I usually play this in Bracket 2 up to mid-3.

Also note there are two MDFCs in addition to the regular land package.


Imoti & Friends

View on Archidekt

Commander (1)

Companion (1)

Draw (18)

Finisher (12)

Misc (8)

Ramp (15)

Removal (10)

Lands (36)

Imoti, Celebrant of Bounty


Conclusion

Another week, another color pair tackled.

I hope you enjoyed this journey into the troublesome tides of Simic deck-building, and I'll see you in two weeks for another deep dive into uncanny strategies!

Arnaud Gompertz

Arnaud Gompertz


Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.

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