WARNING: This deck is built for my local meta which consists of control, reanimator, Jund, etc. VERY little aggro. If you're in an aggro/Naya heavy environment, consider Selesnya Charm or more
22 lands is OP. 4 of all the shocks cause Turn 2 Geist.
4 Simic Charm because it's a big deal. +3/+3 to survive/win the game, hexproof to prevent things like Detention Sphere hitting your enchants and making you sad, all kinds of stuff. Remember, Simic Charm is all PERMANENTS. Also moves a creature back to your hand, so you can save something from a Supreme Verdict or Terminus or whatever.
2 Gift of Orzhova because life gain is good every now and again, but it's not as much damage as we usually like and it's a bit expensive. It's more for beating midrange and aggro decks.
2 Nevermore for anything that you don't like. Careful for Abrupt Decay targeting this, as they have nothing else to target (hexproof).
4 Syncopate because Negate wasn't cutting it when your opponent barely gets off an
Angel of Serenity
or Thragtusk and whatnot. Countering creatures in this format of ridiculously strong creatures is too important. I pick this over
because casting it for X=1 is all you need a vast majority of the time. Soon, all you'd have is this card in your hand and all your mana up. You get to sit there and watch them flail.
Knowing how to use Simic Charm is a big thing. Namely the creature return. I had this situation come up when my opponent flashed in a Restoration Angel (targeting nothing) at the end of my Declare Attackers phase. I had lethal damage on board if an angel hadn't appeared, but I messed up. Here's how it would happen:
You declare your attacks. Pass priority to opponent. Opponent flashes in Restoration Angel. Pass Priority to you, you pass to them to resolve it. Before you trade off priority to enter the Declare Blockers phase, you Simic Charm the Restoration Angel into their hand, Since it won't be there for the start of Declare Blockers, you will hit for maximum amount.
If you have trample, however, and do this during the blockers phase, you will trample over for all your damage, as 0 is lethal to the blocker (who doesn't exist) and your damage is assigned to the player.
Also, the +3/+3 is good when you have a
out so you technically get 6 damage out of it if you go unblocked. Huehue.
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