This is a deck based on Fable of Wolf and Owl!

I made this deck about 5 years ago and have been working on it on and off ever since. You can read more about it below. Comments and suggestions are welcome! =)

  This deck is really about my wife. Her favorite animal is the owl, mine is the wolf. Her favorite color (irl) is green, mine is blue. Hence Fable of Wolf and Owl. This deck is largely a story about our time together. We've gone through many things together while I've been playing Magic, and I've tried to capture the essence of that in this deck. She's bestowed upon me an appreciation for nature and animals (Somberwald Sage). She's inspired me to work hard by getting a Double Major while we were at university together. She's also taught me to make things last, and Savor the Moment. But perhaps most importantly, she's helped me step outside of my comfort zone. Which in this instance I'm doing by playing - a color I don't normally find very fun.

  Also this card is just beautiful. I wish we saw more of Heather Hudson in the contemporary age. Her pieces have so much character.

  Simic doesn't have enchantment tutoring. And after experimenting with splashing to fit the tutoring, I found it to be very clunky and expensive. It just didn't fit the original concept. However, one day while browsing Scryfall for an answer, I stumbled upon Ethereal Usher. This card is the linchpin of the deck. It's tutorable by Momir Vig, as well as a plethora of other green creature tutors. And it can transmute to find Fable, since they both have a mana value of 6. So in short; you cast Momir Vig, cast any creaure spell, get Ethereal Usher, and transmute Ethereal Usher to find Fable.

  The idea beyond that is to just play Fable and cast a bunch of spells. Preferably creature spells, because that will trigger Momir Vig and sets up a bit of a value engine. Copy Enchantment, Mirrormade, and Clever Impersonator are in the deck to copy Fable. Shrieking Drake, Dream Stalker, and Nulltread Gargantuan are in the deck to help you go crazy. After that there are a couple of ways to close out the game - Defiler of Vigor, Craterhoof Behemoth, etc. But sometimes just casting more spells than your opponents will do the trick. If you ever have a turn where you're creating lots of tokens but need to attack with them immediately, you can cast Savor the Moment to essentially give them all haste.

There are a few themes in this deck. Explaining them might clear things up before we get into card choices:

1.Every card in the deck is in its original printing, with the exception of Savor the Moment.

For this reason, there are a few strange card choices like Fyndhorn Elves instead of Birds of Paradise, which is pretty much just strictly better. That's because I don't exactly have the money to buy an Alpha Birds of Paradise (or any Alpha cards for that matter). But I did shell out a few extra bucks for a Sylvan Library from Legends, for example. The reason I wanted this restriction is because my wife collects old books, and looking at old printings of cards, some from multiple decades ago, is like looking at an old book.

2.There are no colorless spells in the deck.

You read that right. No Sol Ring. Or Skullclamp for that matter - which I'd argue would be even better in this deck than Sol Ring. My wife is an artist. She likes to show me sunsets and we paint together on occasion. She brings color to my life and so this restriction is just here to say that life is better with color. It's also practical in the sense that every spell in the deck will trigger Fable at least once.

3.There are no foils in the deck.

Lastly, I don't like playing with foils. If the only printing of the card is foil, I simply won't play with the card.



  Now that we got that out of the way, let's look at why I chose some of these cards. I'm not going to do a full card-breakdown because I find those are often tedious to digest. But I will go over some of the patterns and a few specific cards at least.

  I tended to heavily favor gold cards. If it's a cheap, effective spell that's both and , I'm playing it or at least tried to play it. This kind of throws off the mana curve a bit - with many 2-4 drops and few 1 drops. But there aren't many Slippery Bogle's out there unfortunately, so 2 mana is pretty much the cheapest a Simic card can be while still actually doing something. An exception is Incubation / Incongruity, which is quite an effective 1 mana double-trigger on Fable. There are a lot of 2 mana Simic cards that didn't make the cut, just because there are so many of them. I'll mention a few in the next section.

  Another rule-of-thumb I went by when building this deck was 'If there are several cards that perform the same function, always choose the one that's a creature.' If it's a choice between Mystic Snake and Plasm Capture, I'm choosing Mystic Snake. Creatures are usually better options because they are searchable by every tutor effect in the deck, they enable a critical mass of creature synergies between Beast Whisperer, Vizier of the Menagerie, Prime Speaker Vannifar, overrun effects, etc., and if they have an ETB effect or cast trigger you can recycle it via Shrieking Drake, Dream Stalker, Otawara, Soaring City, and Simic Charm.

  The reason I am playing clone effects for Fable rather than token-doubling effects is because there are only 4 other cards in the deck that make tokens, and 1 of them is supposed to give your opponent the token. So I feel it is better to have copies of Fable rather than various enchantments that might just do nothing if Fable is removed from the battlefield. Redundant copies of Fable make it harder for the opponents to get rid of it altogether. And it's also just more practical to have clones because they can copy your opponents' cards as well. Hence why I'm playing Copy Enchantment instead of Estrid's Invocation.

  The land base is kind of... wonky. It's a lot better than it used to be, but a deck with 130 mana symbols is pretty hard to design a mana base for. If a land is colorless it has to do something major otherwise it won't make the cut. Casting spells is usually fine, especially if you have Vizier of the Menagerie; but it can be a challenge every once in a while.

  I kept Shardless Agent in mind when building this entire deck. There are those that would just take the 'L' on some of its triggers - but not me. I won't look like a fool (most of the time). Most everything she hits with mana value 2 or less is at least castable, albeit some hits are better than others. The exceptions are:

  "Why are you playing Riftsweeper?" Answer: I really, REALLY, don't want you to get rid of Fable.

  The first thing I want to mention is that I know I should probably be playing Circle of Dreams Druid and/or Growing Rites of Itlimoc  . It's been hard to fit these cards in. But I will try and add them one day.


To keep this short, I'll just throw down a mutable list of cards that I've strongly considered or were even in the deck at one point:

  Also, this deck used to have a different commander! Or rather, commanders. Originally this deck was helmed by Anara, Wolvid Familiar and Esior, Wardwing Familiar. It was incredible flavor, but it was just too mopey gameplay-wise. They just don't do anything and I was spending too much time trying to find Fable and little-to-no time actually casting spells with it in play.

  The most important part about the deck is that it's fun and represents me. That's really what matters in commander and I think that notion can sometimes be lost on people. As long as you're having fun and the people around you are having fun - nothing else matters. But that's not a fulfilling statement for this section by itself so I guess we can get more technical:


PROS :)


  This deck does a lot, and does it incredibly consistently. Card advantage and answers come in spades. Momir Vig, Simic Visionary is an old-school commander that isn't really played much anymore; maybe because people have forgotten how strong the card is. You don't have to play Aluren or Food Chain to do some nasty things with this guy. If you build your deck to have a large enough creature base and have access to a lot of mana, Momir Vig nearly lets you Enter the Infinite. A commander that tutors creatures endlessly is very intimidating to play against, especially if those creatures have flash.

  This deck also ramps hard. 15 Sources of ramp and a lot of those net you more than one additional mana. The curve is still somewhat low, so you can usually afford to cast several spells in a single turn; which is necessary for taking advantage of Fable. The only expensive spells in the deck will either end the game or put you in a position where you will end the game soon.

  Another thing that's great about this deck is that it feels different every time I play it. There's so many creatures that do different things. I'm still stumbling upon new interactions between cards to this day. You would probably think that, since it's a theme deck based around a single card, the deck would feel very linear and boring after a while. But that's not the case. Keeping things fresh and fun is necessary to maintaining a long-term relationship, both with your commander deck and your life partner.


CONS :(


  The biggest flaw to this deck is that it's just slow. Momir Vig costs 5 mana and then it usually take 1-2 more turn to get Fable out after that. Meanwhile, the commander format has gotten quite fast so you really only get 1-2 turns with Fable in play. So you really have to make it count.

  Another issue is that the deck is inherently weak to wraths. With 44 creatures, we are committing a lot of easily-removable pieces to the board. Because of this, I do run some counterspells that are usually dedicated to stopping wraths. At one point, I was running both Force of Will and Fierce Guardianship. But I started to feel bad about running two free counterspells so I cut the Fierce Guardianship. Maybe if I start feeling like I'm getting wrathed too much I'll put it back in.

  I've mentioned this before, but the deck does have trouble casting spells from time-to-time. There's just so many mana symbols that it will inevitably line up poorly sometimes. Again, it doesn't happen too often, but it still sucks regardless.

Thanks for your time!


If you have any comments/suggestions feel free to leave those below. Let me know if you have any issues with readability: that was something I was worried about while making this page. Also let me know what your favorite Simic card is that you think I should be playing! And lastly I'd greatly appreciate it if you upvoted this deck if you liked it (my wife would think I'm popular ^_^ ). Cheers!

2Wolves

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I have a few alters to add. Other than that, I will periodically update this page if I make any changes and will try and replay to any comments!

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Top Ranked
Date added 4 years
Last updated 3 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

41 - 0 Rares

30 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Beast 4/4 G, Bird 1/1 U, Copy Clone, Experience Token, Frog Lizard 3/3 G, Manifest 2/2 C, Wolf 2/2 G
Folders My Personal Decks
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