This is my preliminary brew for a Simic standard deck, in anticipation of Gatecrash dropping in February. Make sure you put this on in the background while you read this: http://www.youtube.com/watch?v=swMzRlFvKMc
Why is this deck called Shark Attack?
Picture this: You're swimming along blissfully secure, safe in the knowledge that your opponent only has a lowly Arbor Elf and it's your turn, What could he possibly be doing? It's only turn 3, after all, and you've got 2 creatures and a couple solid cards in your hand. You play a draw spell, increasing the size of your hand. This should be an easy game. You are about to declare end of turn...
...when your opponent says "before the end of your turn, I tap a forest and an island to play
Shambleshark
, untap a forest with arbor elf, then tap my three forests to play
Wolfir Avenger
. My
Shambleshark
gets a +1/+1 counter."
You sit there slightly dumbfounded, but you're tapped out, so you have to declare end of turn.
Your opponent untaps, plays another land, and drops a Vorapede. Just like that, he went from a lowly 1/1 to a 4/3, a 3/3 and a 5/4 with vigilance and trample.
You have no choice but to admit that you have fallen victim to a SHARK ATTACK!
The goal of this deck is to never play cards on your own turn (except for a couple of the creatures without flash). Start out with a turn-one Arbor Elf, then go from there. Ramp your mana while controlling your opponent. Always leave mana open going into their turn, which you can use to either cast a counterspell or drop a
Wolfir Avenger
or
Shambleshark
.
One of the main goals of this deck is to be strong against removal. With
Wolfir Avenger
and
Shambleshark
, you can drop a creature immediately after a Supreme Verdict or a Bonfire of the Damned, ready to attack during your next turn. Once you've ramped enough to drop a Vorapede or the finisher, Biomass Mutation for X=5 or more. 4-5 5/5 creatures are pretty hard to stop, and with the amount of ramping I have, I can drop this pretty darn quickly.