Sideboard


"We can rebuild him. We have the technology."

Originally this was a Blue/Green aggro deck based on the evolve and undying mechanics working together to make your little creatures very big - fast.

I liked this idea and after some play testing splashed white to get some use of some good cards that compliment it.

Why do I like this deck? Besides from having a very low average CMC, there are a number of neat little synergies between cards such as:

-Using Zameck Guildmage to remove +1/+1 counters from undying creatures. This not only gives me extra draw, but allows my undying creatures to act as blockers and continually die. The guildmages other ability to add +1/+1 counters to creatures entering the battlefield also acts as a mid-game creature pump/mana sink.

-Rapid Hybridization on my own undying creatures to not only make the undying creature a bigger threat, but also net myself a 3/3 token.

-Pumping up Master Biomancer (with Rancor,Simic Charm or Unflinching Courage), then playing cheap creatures. Nothing beats the look on an opponent's face when a Cloudfin Raptor enters the battlefield as a 10/11 =D

-The angel that is produced by Geist of Saint Traft triggers the evolve from Cloudfin Raptor every turn AND gets additional benefit if Master Biomancer is on the field or if the Zameck Guildmage has used his first ability.

The ideal starting hand for this deck is 2 lands (1 blue 1 green), Cloudfin Raptor, Young Wolf and Rapid Hybridization.

T1. Blue mana source + Cloudfin Raptor

T2. Green mana source + Young Wolf (triggers cloudfin evolve) followed by Rapid Hybridization targeting the wolf (2 more triggers of evolve).

This results in have a 3/4 flyer, a 2/2 wolf and a 3/3 token by turn 2, which is a very good early game board position to be in. Followed up with a Geist of Saint Traft on turn 3 is almost a guaranteed win.

Sideboard explained!

Cyclonic Rift - Cheap, single-permanent bounce early game or a decent costed boardwipe in the mid-late game.

Rootborn Defenses - Added this in for protection from most board wipes on my own creatures, as well as take advantage of the few tokens that I have.

AEtherling - Decided that I would give this guy a chance after not getting any use out of Glaring Spotlight which I had in the sideboard previously. AEtherling is a powerful card on his own, but his synergies with Master Biomancer and Cloudfin Raptor evolve makes him a great choice against mid-range and esper decks.

Sundering Growth - Cheap removal of artifacts/enchants. Strictly better than Naturalize, which I was previously using, because it also has the populate attached to it.

Pithing Needle - Hates on any activated ability. Be it any Planeswalker, Nephalia Drownyard or Falkenrath Aristocrat, this card stops it all.

Scavenging Ooze - Standard graveyard hate that doesn't stop my own creatures ability to un-die.

Please feel free to play test and let me know what you think. I'm not looking for any particular feedback at the moment, but appreciate any comments or thoughts you may have.

Suggestions

Updates Add

My best result in FNM so far and the first time I have won a promo card without getting it randomly!

Here were the match ups:

2-0 vs Junk Aristocrats. I still don't believe I should have won this, since Aristocrats (B/W/G or B/W/R) are very powerful at the moment. In both games, I was able to get a fairly large threat out and my opponent was not able to establish his Cartel Aristocrat + Archangel of Thune + Blood Artist + Fodder engine. In the first game, I had a 4/5 Cloudfin Raptor enchanted with Unflinching Courage. When the raptor was eventually hit with Doom Blade I brought out Vorapede. The 2nd game was more brutal, where I had Geist of Saint Traft enchanted with Unflinching Courage and 2 Rancor. My opponent was able to get Lingering Souls and a few Doom Blade online to stop the Geist's angel, however the trample damage on the ground proved too much. No cards were side-boarded.

2-0 vs Grixis Tempo Burn. First game against this deck was over in 5 turns. I was able to get early creatures and start laying in to my opponent before he was able to get a proper mana base (he only had 3 land by turn 5). I did see a Runechanter's Pike and figured my opponent had a late game AEtherling type deck, so I sided in Sundering Growth. Turns out the deck was more about Guttersnipe and cantrips/filter cards. Second game lasted a bit longer, with my opponent getting out 2 Guttersnipe and burning me down to 6 life. I ended up winning simply by attacking with the creatures that I had out, as my opponent didn't draw much removal and didn't want to block with his Guttersnipes.

2-0 vs Mono-black. Slightly modified deck that I played (and won against) last week. I have a great advantage vs decks that run a lot of kill spells such as this since all of my undying creatures need to be removed twice and hexproof is safe as long as there are no mass boardwipes IE. Mutilate. Luckily my opponent wasn't running any mass board wipes. He did manage to hit one of my Master Biomancer with Lifebane Zombie and got rid of a few key cards with Duress, but wasn't able to answer Strangleroot Geist and Geist of Saint Traft very well in either of the games. My opponent's Desecration Demon turned out to be slightly beneficial as I was able to sacrifice my Strangleroot Geist at the beginning of combat (tapping down his demon), then attack with them straight away because of the haste. Selesnya Charm and Simic Charm helped to clear my opponent's board to help my creatures get their attacks through. No cards were side boarded.

0-2 vs U/W control. 1st game was pretty straight forward. My opponent had an answer for any threat that I got out on to the field, whether it was bouncing with Azorius Charm, destroying with Supreme Verdict or blocking/killing with Restoration Angel, I couldn't keep up any significant pressure. Sphinx's Revelation keep my opponent's life total up and kept his hand full of answers. Sideboarded in AEtherling and Rootborn Defenses for the 2nd game. 2nd game arguably went worse. After having to mulligan down to 4 cards (keeping 2 lands, a creature and a simic charm). I was lucky to draw another land by turn 3 and play Geist of Saint Traft which surprisingly resolved. However, he was soon dealt with when he attacked and my opponent had 2 Celestial Flare ready to deal with the Geist and his Angel. After that, I kept drawing in to small threat which were easily dealt with. I finished the game with 5 lands and 2 AEtherling in hand.

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Top Ranked
  • Achieved #27 position overall 10 years ago
Date added 10 years
Last updated 9 years
Legality

This deck is Unknown legal.

Rarity (main - side)

7 - 0 Mythic Rares

22 - 10 Rares

23 - 0 Uncommons

8 - 5 Commons

Cards 60
Avg. CMC 2.00
Tokens Angel 4/4 W, Frog Lizard 3/3 G, Knight 2/2 W w/ Vigilance
Folders Simic Designs, Decks I Like, Future Decks, decks, mazzi belli, Decks, Intrested, to be build, I like, Favorites
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