i have had the deck work really well for me.
At least in my playgroup, our matches usually last 4-5 rounds top, most of the decks are fast combo decks or really oppressive decks, so the game is usually over before i get to my 7th land, this made me shift my deck to a more fast deck and it proved sucessful.
i used to play cards like Glen Elendra Archmage and Magus of the Future , but they were just too slow and by the time they came into play my opponents usually had all their combo pieces in play or a massive army of giant tokens to kill me next turn.
i think Wash Out is really cool, and i played it for a bit. but the sorcery speed really killed it for me, my opponents usually had a way to give their creatures haste and i couldn't cast it before dying.
I haven't had the problem of Lab Maniac being killed actually, i usually cast it only if i have already gone infinite and have teferi in play.
I tested Tamiyo too, but once again she was too slow, probably Parallel Thoughts would have the same problem.
It is probably just a meta thing, different cards are better in differents metas, thanks for taking the time to give feedback though :)
How...does this work? You have 1 win condition. 1. That's 1%. You don't have any creature tutor cards outside of insane card draw, the win conditions rely on 3 or 4 combos, and they all revolve around drawing one creature and playing him while protecting him from everyone else. While it's nice in modern, in EDH, I just don't see how this could possibly work. I've playtested your deck several times with the tappedout tool here and it either didn't draw the cards or Laboratory maniac got exiled against other decks of mine immediately. Simple draw mechanics are one thing, but the only thing here that would have attracted enough attention to get shot down is the Laboratory Maniac and perhaps Azami herself. I see you have a nice long list of card changes, but have you considered that without tutor effects...
..that Johnny decks just don't work very well in this format? Relying on a combo in order to win is nice in another format maybe, but in EDH, each cards kinnae needs to be powerful by itself and make an impact without relying on any of the other 1%s you could draw.
So, I just went to a huge EDH tournament yesterday with 1 deck (fish). Out of all of the decks I played against, I would say all but one of those decks could have shut this deck down solid. (And that was an Omnath deck without removal) I played almost 15 decks that night.
In no particular order, I could see: mono black, mono red, Rakdos, Token decks, Stack decks, other blue control decks, Any of the Shards (perhaps not the wedges) and so on.
What I would recommend is that some of the lesser wizards getting switched out to more individually powerful. Wash Out definitely deserves a spot here, and for this, ah, style, I would recommend Parallel Thoughts , as you can just (or supposedly) instadraw 7 cards you need and hey, now you have all the pieces. You could even do it in response to things if it was instantly shot down. Turnabout , Minamo, School at Water's Edge could help out Nykthos, Shrine to Nyx and generate lots of mana but you have a lot of wizards that sacrifice themselves to do alright things. Tamiyo could buddy up with Azami, bunch of nice stuff.
I really like Inundate . It gives you a second chance to counter anything super scary, and given the right setting, it can wipe the board clean of everything except your creatures. I might get rid of Wash Out because it is less board-wipey.
did you think about Wash Out ?
Vorel is an absolute beast and Simic is among the strongest two color combinations in EDH, making it a joy to both build with and play. I realize my deck is hardly "budget conscious" but if you're ever interested in what sort of tech it runs take a look here: Look Ma no Wraths. I break down some deck-theory stuff there, but I'll cover some basics here.
You're building around Vorel. You need two things: things for him to target, and ways to get his effect going multiple times.
For targets, in EDH, you don't want just "big creatures," you want creatures with useful effects. Efficiency or utility. Some good examples include Etched Oracle , Spike Weaver , Fathom Mage , Plaxcaster Frogling , Lighthouse Chronologist .
For getting the most out of Vorel you're either going to want effects like Illusionist's Bracers and Rings of Brighthearth , a means to untap him like Prophet of Kruphix and Minamo, School at Water's Edge , or both. Doubling gets completely out of hand very quickly, and doing it multiple times a round can turn a single +1/+1 counter into a legitimate threat. Good tutors include Green Sun's Zenith and Chord of Calling as a means of increasing your odds of hitting Prophet of Kruphix of Seedborn Muse , but in blue you can just run straight card advantage to get you through your deck.
The one weakness Simic has is that, without White or Black, you're sort of weak on board control. No Wraths in these colors I'm afraid, but Blue has some good options in Cyclonic Rift and Wash Out so I went with a bouncing sub-theme. Since you have multiple opponents to deal with in EDH trading one card for one threat is rarely going to be enough, card advantage is important and cards that remove multiple threats are huge. Be sure to include some form of board control in your design, don't bank on overrunning 3 opponents without interference from one of them.
On the topic of efficiency: ramp is good, ramp that gets you more cards than you put into it is better. Cultivate and Kodama's Reach are both auto includes, and I run Hunting Wilds , Skyshroud Claim and Ranger's Path on top of Vorel-friendly mana ramp like Fertilid , Everflowing Chalice and Astral Cornucopia . Ramp is critical to deck reliability, making sure you get to the point where you can cast what you're drawing game after game. I know this sounds like a basic concept, but it's amplified in EDH and all multiplayer formats because it's not just one other player going after you draw-go because of a missed land drop, it's three or four players sitting between you and another chance to drop a land. EDH thrives on big effects and endurance and these cards simply get you more out of the slot than most in that role.
Hinder + Spell Crumple
Trinket Mage + Sol Ring /Mana Vault /Lotus Bloom depending on the build
Treasure Mage + Mindslaver /Caged Sun , keep in mind +
Cyclonic Rift /Evacuation /Inundate /Wash Out
Nice deck, I'm building an Uyo, Silent Prophet EDH myself, and we both use the same theme of "copy for extra turns", however, in my version I run a lot less instances of 'Return all x to their owners hands' and a lot more 'Gain control of target permanent'. You seem to be doing both as well, but you run enough bounce permanent spells that I wonder if it's not counter-intuitive to have so many of these anti-interactions; e.g Bribery + Evacuation , Blatant Thievery + Wash Out ;to where it looks like you're just 'Bribing' creatures from your opponents library to put them back in their hands. I instead ran a lot of mana-locking things like Power Drain and Mana Short . I wonder though, how does your hand play out? I haven't build mine yet, but I just wonder if its not better to run power-counters like Mana Drain and Rewind . Thanks for any advice/conversation. I also had 2 suggestions. One, Nykthos, Shrine to Nyx . and 2: maybe drop Eternal Dominion . it kinda stinks.
|Avg. draft pick||3.71|
|Avg. cube pick||9.13|
|Commander / EDH||Legal|