My first "real" deck was polymorph. I had problems with my opponent removing my tokens as a response to polymorph. I never got to try this out, but how about Simic Keyrune for a hexproof polymorph target? Or Silence ?
Raise the Alarm is one mana cheaper than Lingering Souls , and amount/type of token doesnt matter since you are gonna poly them away anyways. Also its Instant speed. Faerie Conclave and Creeping Tar Pit slows you down big time, try Mishra's Factory , Blinkmoth Nexus or Mutavault . Comes in untapped and cost only 1 to animate.
Proteus Staff is pretty neat, lets you polymorph every turn. You should have 2 fatties, in case your only emrakul gets oblivion ringed.
The biggest problem with polymorph is that you could just remove the target as a response to counter everything. I had a polymorph deck a while ago and ran Simic Keyrune just to have something to polymorph that is protected from opponents removal. Dispel are a good sideboard card in case you are up against removal heavy decks. Also, another emrakul in case you draw your only copy might be useful, or maybe See Beyond .
Round 1 Match 1
T2CK: Draws the Keyrune and plays Temple Garden in tapped.
T4CK: Draws Boros Cluestone and plays it, again prioritizing setting up over early agro.
T5HT: Draws Island and plays it.
T6CK: Draws Haunted Plate Mail and plays it. So thats what HT should have saved Detention Sphere for!
T6HT: Draws Trading Post and plays it. This wont save us.
T7HT: Draws Supreme Verdict . Guess were passing without making a move.
T8CK: Draws Temple of Mystery . Makes Selesnya Keyrune and Mail into creatures and attacks. (CK: 20 HT: 7). Plays Simic Keyrune . Plays Temple of Mystery and scries Chromanticore , keeping it on top because its a good backup plan right now. At EOT, HT discards Ensoul Artifact with Trading Post. (CK: 20 HT: 11), because dying is also not a party.
T8HT: Draws Dissipate . Whoo, arent you late to the party?
T9CK: Draws the Chromanticore. Makes Mutavault, Mail, and Selesnya Keyrune into creatures and attacks. (CK: 20 HT: 2). Plays Simic Keyrune. At EOT, HT discards Supreme Verdict (CK: 20 HT: 6). Stupid useless boardwipe against a field full of creatures.
T9HT: Draws Island. Plays it, and plays Scuttling Doom Engine . Whoo, a blocker.
T10CK: Draws Sphinx's Revelation . Plays a Verdict, killing the Doom Engine. (CK: 14 HT: 6) Attacks with Mail and Mutavault for game. Good game!
Sideboarding: CK sides Anger of the Gods for obvious reasons, and removes Supreme Verdict because there are better options in the sideboard against this deck. Puts in Catch / Release because of the big creatures, Wear / Tear because of the artifacts and enchantments, and Merciless Eviction to remove the big artifact creatures of Five-inity.
HT sideboards out Supreme Verdict since most of Chromantikeyrunes creatures need to be killed at instant speed, and Volatile Rig is removed because the creatures can dodge the explosion. In return, in goes Pithing Needle , Celestial Flare , Jace, Memory Adept , and Resolute Archangel .
Thoughts: My deck got screwed over for too long with mana sources before the Keyrunes, Mail, and Mutavault brought the beatdown. The Verdict I was sitting on in hand would have helped if the creatures could be killed at sorcery speed; otherwise, Keyrune did not even have to play the three Chromanticores in hand in order to kill me. The mana ramp of Keyrune is impressive, really; he made due with only 3 lands as a non-aggro deck for a while.
T1HT: Plays the temple, scrying another Temple of Enlightenment . Keeps it on top. Might not have kept if it was not a scry land, but this way we have another chance at scrying as well as a land.
T2HT: Draws the Temple and plays it, scrying Ensoul Artifact , which he keeps on top. Heck yes.
T2CK: Draws the Garden and plays Breeding Pool in tapped. Next turn comes the Keyrunes!
T3HT: Draws the Ensoul, and plays Darksteel Citadel .
T5HT: Draws Scuttling Doom Engine . Swings with the Citadel. (HT: 20 CK: 10)
T6HT: Draws Sphinx's Revelation , swings with Citadel but it is blocked by Mutavault.
T7HT: Draws the Sphere and uses on the Core, unmindful of the second Chromanticore in hand. Attacks with Citadel (HT: 20 CK: 5).
T10HT: Draws Plains and plays it.
T10CK: Draws Merciless Eviction - useful. Attacks with Chromanticore (HT: 7 CK: 12) Tops off the turn by play Rakdos Keyrune . At EOT, HT casts Sphinx's Revelation at x = 3, drawing Island , Darksteel Citadel , and Celestial Flare (HT: 10 CK: 12).
T11CK: Draws Breeding Pool and plays it tapped. Swings with Chromanticore (HT: 6 CK: 16), then plays Merciless Eviction naming creatures. In response, HT taps Citadel to sac Scuttling Doom Engine and draw a card, drawing Trading Post (HT: 6 CK: 10). Citadel and Chromanticore are exiled.
T12HT: Draws Resolute Archangel . Plays an Island and plays the Archangel (HT: 20 CK: 10).
T12CK: Draws Chromanticore and plays it. Well then, that 14 health jump.
T14CK: Draws Sphinx's Revelation and swings with Chromanticore (HT: 16 CK: 14). Out of double Doom Engine range! At end of turn, HT uses first Trading Post to sac Doom Engine and draw Island . He uses the second one to make a goat (HT: 15 CK: 8). In response to HT not having the mana to counterspell, CK uses Rev for 11, drawing Simic Keyrune , 2x Mutavault , 2x Elvish Mystic , Temple Garden , Haunted Plate Mail , Sacred Foundry , Catch / Release , Rakdos Keyrune , and Dimir Cluestone . To the grave go 2x Elvish Mystic , Temple Garden , and Dimir Cluestone (HT: 15 CK: 19). Hand: restocked!
T15HT: Draws Plains and plays it. Sacs a goat to a Trading Post to get back the Doom Engine, and plays it.
T16CK: Draws Temple of Plenty and plays Mutavault . Makes Mail, Selesnya Keyrune, Rakdos Keyrune, and Mutavault into creatures. Plays Catch / Release on Scuttling Doom Engine . Swings with everything on board. Good game!
Thoughts: Fun stuff! I had to mulligan down to 5, though, which probably cost me the game. Early on, Chromantikeyrune had trouble dealing with an Ensouled Darksteel Citadel, but eventually stabilized and regained its footing with its signature card and a well timed Rev. Five-inity never had a chance to do the same properly after the tables had turned, and relying on the lifegain of the two Trading Posts while tapping out its creatures to attack cost Five-inity the game.
BONUS ROUND (Alright, so I messed up and didnt calculate a bunch of things game 2 and Chromantikeyrune ended up winning rather than Five-inity. However, I was well into Game 3 when this happened, and decided to go ahead and finish it. Enjoy.
T1CK: Plays Stomping Ground in untapped (CK: 18 HT: 20) and plays the Mystic.
T1HT: Draws Plains . Plays Hallowed Fountain in tapped.
T4CK: Draws the Temple and plays it, scrying Mutavault which stays on top. Plays Izzet Cluestone and turns Selesnya Keyrune into a creature, and attacks. HT casts Celestial Flare , and to the grave the Keyrune goes.
T6CK: Draws Breeding Pool and plays it untapped (CK: 9 HT: 14). Sacs the Cluestone to draw a card, drawing Temple of Malice . Plays Rakdos Keyrune and makes Mutavault a creature to swing in (CK: 9 HT: 12).
T7HT: Draws Banishing Light and swings in with Citadel (CK: 4 HT: 12).
T8CK: Draws Sacred Foundry . Plays it in tapped. Makes Keyrune a creature and attacks (CK: 4 HT: 9).
T9CK: Draws Haunted Plate Mail and scoops.
Thoughts: Ensoul Artifact on Citadel did WORK there! By countering the one chance that Chromantikeyrune had of getting rid of it, Five-inity quickly took the game.
Final thoughts: Excellent games, with the apparently deciding Game 2 giving Chromantikeyrune a hard-won victory. Im glad to see my deck put up a fight but not win. Chromantikeyrune is a deceptively good deck, with the amount of seemingly random Keyrunes and Cluestones thrown in being very misleading as to the actual power of the deck. It lacked a lot of effective removal for Five-initys creatures, but pulled out ahead with its legions of mana source instant speed creatures and of course Chromanticore. I have a better opinion of the latter card now, definitely.
Breeding Pool , Okina, Temple to the Grandfathers , Minamo, School at Water's Edge , Temple of the False God , Alchemist's Refuge , Breeding Pool , Wild Pair , Tooth and Nail , Green Sun's Zenith , Prime Speaker Zegana , Garruk, Primal Hunter , Garruk, Caller of Beasts , Acidic Slime , Krosan Grip , etc.
Not sure what Strionic Resonator is really for. You don't seem to have many worthwhile triggered abilities.
I'm honestly shocked you don't have Blue Sun's Zenith here; you can draw a ton or force someone to lose with enough mana.
I second Doubling Cube .
Hey man, I see that you're going into my favourite theme: Simic. First deck I ever played in MTG and still has a place in my heart (I play Selesnya now Weeniest Enchantments (Reworked)).
So let's get down to business! (to defeat... the Huns...)
Drop the Simic Cluestone s and the Simic Keyrune s, not to be rude but they're "almost" useless. Add in x2 Strionic Resonator s for doubling the triggers (read that all your simic creatures have Whenever, keep up with me on this).
Remove all of your Ordeal of Nylea for x3 Renegade Krasis . When this bad boy evolves, all your creatures with +1/+1 counters gets a +1/+1 counter on it. Now imagine it with Strionic Resonator . Sounds nice?
The land base is good for now; you have to playtest the deck first before we can fab it out. I'd recommend not to add too many guildgates or scry lands as Simic decks are slow as it is (unless they're pretend Simic decks which are really Mono-green devotion splash blue for Prophet and Prime Speaker Zegana ).
Good luck out there man! Happy shuffling! And a +1 for being a fellow Simic.
Lastly, if the budget cuts it, imagine your deck with a Kalonian Hydra . Cheers!
First off, drop 2 cards to make it an even 60. I'd recommend dropping 2 land, as you really don't need 27. You could do fine with 22-23, so that would open more room to put more creatures in. Maybe Fathom Mage or Master Biomancer ? Simic Cluestone and Simic Keyrune aren't necessary. You have enough land, and you 'd be better off replacing them with creatures (bigger ones, you have enough small ones, and need big ones to trigger your evolve abilities!). Nimbus Swimmer or Mistcutter Hydra might be a nice idea, and can be cast to trigger an evolve at any point in the game.
Here are the changes I'd make:
Total 18 cards coming out. 16 will go in to bring the deck to 60 cards.
I hope you like the changes I'm suggesting, and if you have any questions about them, don't hesitate to ask. For a first deck, it looks great, and don't get discouraged by my long comment. You're definitely off to a great start!
There aren't really any playable forms of "legit ramp" in Standard that cost 3 or less, except maybe Chromatic Lantern and Simic Keyrune , but those are still pretty meh and won't help you hit your 4-drops early. You can't really expect to speed up your curve with cards like that or Kiora, which is really only playable with Supreme Verdict to protect it.
If you're worried about removal and/or boardwipes thwarting a dork-based strategy, you just need to add in card advantage to couteract it. Garruk is clearly the best option for that, but you can also go with Prime Speaker Zegana and Jace, Architect of Thought . I ran all 3 in a Simic ramp deck that was winning about 80% of its matches. I also ran Master Biomancer to give those dorks some late-game relevance, and Bestowing one with Boon Satyr was always useful as well.