I play a Simic deck at my LGS and went 2-0 (R/G), 2-0 (Dimir mill/Control) and 1-2 (U/W Control). Only reason for loss in R3 was a couple bad hands. So I feel my version of simic is consistent enough to give feedback. The first thing I quickly realized about the deck is that it needs to tone down on the amount of creatures. So i shaved my creatures down to:
Thats the creature set up I use. As well i have 2x Garruk, Primal Hunter. This gives the deck phenomenal draw power and extra creatures that have the chance to come out huge with Master Biomancer. A staple in this deck.
The small amount of counterspell in this deck needs to removed. I opted for "Bounce" in my deck, and has worked out great. Out -2x Spell Rupture. In- 4x Unsummon. ( remove an islands and a forest from your deck)
All these changes add a huge level of synergy to the deck. The bounce from Unsummon/Cyclonic rift/Rapid hybridization will make your undying creatures last forever, and save your Biomancers and Gyre sages. As well as move anything nasty out of your way on the field.
For a while i thought going more spell counter instead of bounce would be better, but with this deck type, control just doesnt fit it. The bounce is the extra kick this deck needed to be competitive. Ill report my next FNM W/L and let you know how it goes.
March 11, 2013 6:47 p.m.
As well. Forgot to mention to take out the 4 Rancor, and Put in 4 Simic Charm. You get 4 more bounce cards added to the deck, and the ability to make your creatures hexproof or +3/3. Another staple for the deck.