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.
A quick look at EDHREC's dedicated page shows that the most popular commanders are:
- Hakbal of the Surging SoulHakbal of the Surging Soul: 20,022 decks, with the most popular archetypes being Merfolk (9.6K), +1/+1 counters (2.2K), and Explore (488)
- Kinnan, Bonder ProdigyKinnan, Bonder Prodigy: 14,979 decks, with the most popular archetypes being Combo (608), Birthing Pod (405) and Ramp (311)
- Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait: 12,585 decks, with the most popular archetypes being Landfall (2.2K), Lands Matter (2.1K) and Ramp (586)
- Omo, Queen of VesuvaOmo, Queen of Vesuva: 10,349 decks, with the most popular archetypes being Lands Matter (3.6K), Ramp (315) and Tron (117)
- Zimone, Mystery UnravelerZimone, Mystery Unraveler: 9,633 decks, with the most popular archetypes being Lands Matter (773), Morph (658) and Landfall (269)
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:
- +1/+1 counters: 14,354 decks
- Merfolk: 13,759 decks
- Lands Matter: 13,091 decks
- Tokens: 7,231 decks
- Topdeck: 6,793 decks.
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
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.
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
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.
To make this work you'll need:
- Many creatures with defender...: This is where you play cheap Walls. Riptide TurtleRiptide Turtle, Shield SphereShield Sphere, Tree of RedemptionTree of Redemption, Fog BankFog Bank, Corrupted ShapeshifterCorrupted Shapeshifter...
- ...and then some: While this is a Walls-focused deck, it would be a crime not to include at least Charix, the Raging IsleCharix, the Raging Isle, Treefolk UmbraTreefolk Umbra, Towering TitanTowering Titan, and Caelorna, Coral TyrantCaelorna, Coral Tyrant.
- Enablers: Your commander will be a prime target for removal, and it needs some additional help: Bedrock TortoiseBedrock Tortoise, the new Tapestry WardenTapestry Warden, Assault FormationAssault Formation, and Walking BulwarkWalking Bulwark.
- Protection: The spells allowing you to attack with bulky walls are few and far between, and you'll require some decent interaction to make sure they stick around.
- Alternate ways to win: This is more on the optional side, but given the sheer number of cards you're likely to draw, you could add some spicy outlets, like Twenty-Toed ToadTwenty-Toed Toad, Psychosis CrawlerPsychosis Crawler, or Psychic CorrosionPsychic Corrosion.
- Ability cost reducers: The Pride's ability costs a hefty , so any ability reducing that is more than welcome. Namely, Training GroundsTraining Grounds, Biomancer's FamiliarBiomancer's Familiar, and HeartstoneHeartstone.
You will like this deck if:
- You adore drawing insane amounts of cards
- You want to kapow big and hard
- You don't mind pillow-forting
- You like big butts and you cannot lie
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
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.
To make this work, you'll need:
- A slew of evasive creatures: Slither BladeSlither Blade, Triton ShorestalkerTriton Shorestalker, Faerie SeerFaerie Seer, Looter il-KorLooter il-Kor... Make sure to pack enough of these to have them online by the time you've got both commanders out.
- Draw outlets: Bident of ThassaBident of Thassa, Toski, Bearer of SecretsToski, Bearer of Secrets, Coastal PiracyCoastal Piracy, The IndomitableThe Indomitable... Fill your hand with goodies!
- Power pumps: A few ways to turn your board deadly in case your commander gets whacked. If you want to stray from the usual finishers, you can try March of the World OozeMarch of the World Ooze, Preposterous ProportionsPreposterous Proportions, or the recent Become the AvalancheBecome the Avalanche.
- Creatures-related ramp: There's not only Gaea's CradleGaea's Cradle out there. Think Druids' RepositoryDruids' Repository, the new Evendo, Waking HavenEvendo, Waking Haven, Circle of Dreams DruidCircle of Dreams Druid, Growing Rites of ItlimocGrowing Rites of Itlimoc, Jaheira, Friend of the ForestJaheira, Friend of the Forest...
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
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!
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
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.
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 ArchidektCommander (1)
- 1 Imoti, Celebrant of BountyImoti, Celebrant of Bounty
Companion (1)
- 1 Keruga, the MacrosageKeruga, the Macrosage
Draw (18)
- 1 Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait
- 1 Apex DevastatorApex Devastator
- 1 Disciple of Freyalise // Garden of FreyaliseDisciple of Freyalise // Garden of Freyalise
- 1 Echo of EonsEcho of Eons
- 1 Elemental BondElemental Bond
- 1 Garruk's UprisingGarruk's Uprising
- 1 Genesis WaveGenesis Wave
- 1 Kiora, Behemoth BeckonerKiora, Behemoth Beckoner
- 1 Kozilek's UnsealingKozilek's Unsealing
- 1 Kozilek, Butcher of TruthKozilek, Butcher of Truth
- 1 Lunar InsightLunar Insight
- 1 Majestic GenesisMajestic Genesis
- 1 Monstrous VortexMonstrous Vortex
- 1 Rush of KnowledgeRush of Knowledge
- 1 See the UnwrittenSee the Unwritten
- 1 Shamanic RevelationShamanic Revelation
- 1 Spinner of SoulsSpinner of Souls
- 1 Tatyova, Benthic DruidTatyova, Benthic Druid
Finisher (12)
- 1 Aggressive MammothAggressive Mammoth
- 1 Agonasaur RexAgonasaur Rex
- 1 End-Raze ForerunnersEnd-Raze Forerunners
- 1 Ghalta, Primal HungerGhalta, Primal Hunger
- 1 Ghalta, Stampede TyrantGhalta, Stampede Tyrant
- 1 Koma, World-EaterKoma, World-Eater
- 1 Preposterous ProportionsPreposterous Proportions
- 1 Siege BehemothSiege Behemoth
- 1 Sire of Seven DeathsSire of Seven Deaths
- 1 Stormtide LeviathanStormtide Leviathan
- 1 VigorVigor
- 1 Zopandrel, Hunger DominusZopandrel, Hunger Dominus
Misc (8)
- 1 Archetype of ImaginationArchetype of Imagination
- 1 Dawnglade RegentDawnglade Regent
- 1 Railway BrawlerRailway Brawler
- 1 Surrak and GoreclawSurrak and Goreclaw
- 1 The Skullspore NexusThe Skullspore Nexus
- 1 Thunderous VelocipedeThunderous Velocipede
- 1 Wild PairWild Pair
- 1 WonderWonder
Ramp (15)
- 1 Arixmethes, Slumbering IsleArixmethes, Slumbering Isle
- 1 Boundless RealmsBoundless Realms
- 1 CultivateCultivate
- 1 Gilanra, Caller of WirewoodGilanra, Caller of Wirewood
- 1 Hulking RaptorHulking Raptor
- 1 Kodama of the East TreeKodama of the East Tree
- 1 Midnight ClockMidnight Clock
- 1 Migration PathMigration Path
- 1 Nyxbloom AncientNyxbloom Ancient
- 1 Rhonas's MonumentRhonas's Monument
- 1 Search for TomorrowSearch for Tomorrow
- 1 Skyshroud ClaimSkyshroud Claim
- 1 Somberwald SageSomberwald Sage
- 1 Traverse the OutlandsTraverse the Outlands
- 1 Troyan, Gutsy ExplorerTroyan, Gutsy Explorer
Removal (10)
- 1 Bane of ProgressBane of Progress
- 1 Beast WithinBeast Within
- 1 Bridgeworks Battle // Tanglespan BridgeworksBridgeworks Battle // Tanglespan Bridgeworks
- 1 Engulf the ShoreEngulf the Shore
- 1 Ezuri's PredationEzuri's Predation
- 1 Hullbreaker HorrorHullbreaker Horror
- 1 Kogla, the Titan ApeKogla, the Titan Ape
- 1 Meteor GolemMeteor Golem
- 1 Scourge of FleetsScourge of Fleets
- 1 Silverback ElderSilverback Elder
Lands (36)
- 1 Boseiju, Who EnduresBoseiju, Who Endures
- 1 Breeding PoolBreeding Pool
- 1 Command TowerCommand Tower
- 1 Exotic OrchardExotic Orchard
- 14 ForestForest
- 1 Hinterland HarborHinterland Harbor
- 15 IslandIsland
- 1 Soldevi ExcavationsSoldevi Excavations
- 1 Yavimaya CoastYavimaya Coast
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 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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