I started playing Magic again in early 2013 after over 10 years of being out of the game. I've been drawn to the Simic guild ever since cracking open my first booster since getting back into it and finding a foil Master Biomancer, and I enjoy brewing and winning with a color scheme that many dismiss as uncompetitive. But really, I'm open to all different color combos as long as the deck can walk the line of crazy, creative, and competitive! You might also notice that many of my decks use mana ramp in some form; what can I say, I'm impatient and it's hard to do crazy things without tons of mana. It probably won't surprise you to find out that my favorite tribe is Elves.

My favorite decks I've piloted since coming back to Magic:

Innistrad - Return to Ravnica

-Simic Elfhoof? Believe it (Top 4 FNM) (GU Craterhoof Elves- Inspired by Biomancer Elfball)

-This Ain't No Compton Gangbang (Top 8 FNM) (WG Humans / Tokens)

Return to Ravnica - Theros

-My Prophet, Your Loss (Top 4 FNM) (GU Devotion)

-Hanratty's Favorite Superhero (Top 4 FNM) (Bant Flash)

-Standard Modern Jund: Welcome back DRS!(Top 4 FNM) (Jund Mid)

-Biodriver's Last Stand (2nd at Gameday) (RUG Tokens & Anthems)

Theros - Khans of Tarkir

Tymaret's Mysterious Expendables (1st @ Gameday) (Rakdos Aristocrats)

-Deceitful Pod (Dimir combo/control)

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The ruling actually makes sense the more i think about it. Although Ludevic is a double-faced card to start, once he copies something he no longer is. That seems to make sense for both Arena as well as the rule you quoted.

September 19, 2021 5:47 p.m.

Said on Sylesnya Humans...


Hey I've been trying out the Humans as well, tho I went a jankier route with heavier ramp & Rite of Harmony in order to do dumb things, whereas yours seems more like a straight beatdown strategy which seems like it should be pretty solid.

Intrepid Adversary seems like a must-include for this strategy as a finisher since you both go wide and ramp. I like Maja, but I think you'd need to play Augur of Autumn in order to get enough lands to get consistent tokens.

Since you're devoting 8 spots to ramp I think it'd be worth it to play 2-4 Katilda, Dawnhart Prime as it can do ridiculous things and also be an anthem effect.

You could also consider playing Lunarch Veteran  Flip instead of Prosperous Innkeeper. The one advantage the Innkeeper has is the treasure, while Lunarch costs less, is a Human, and has the disturb ability.

A few other ideas from my deck (Harmonic Humans) - Saryth, the Viper's Fang for protection & making it awkward to block your creatures, Brutal Cathar  Flip for removal, and Ellywick Tumblestrum for card advantage.

September 19, 2021 5:44 a.m.

@Balaam__ I tried it out on Arena and apparently Ludevic won't transform at all if it's copying Suspicious Stowaway, or apparently any other card with a transform ability. There's even a mention of the rule that shows when playing this - it simply says "Copy - Can't Transform. This is not a double-faced card and it can't transform." The game will still shift between day and night but nothing happens with Ludevic.

September 19, 2021 3:23 a.m.

Said on Izzet...


If you like the style of Sprite Dragon you might also consider switching to Green for Dragonsguard Elite. I have a deck i still need to update with the new set if you want to check it out for ideas - Flashless Flash (S22)

September 18, 2021 8:51 p.m.

Said on Izzet...


Smoldering Egg  Flip could be a good 2-drop to replace Sprite Dragon. Obviously slower but it similarly helps you start getting value from instants & sorceries early on, and once it flips you'll win quickly.

September 18, 2021 8:42 p.m.

Nice deck, i pulled a few Ludevic in my preorder and have been thinking about building a deck with him.

I'm actually curious about the interaction between Ludevic and Suspicious Stowaway- would Ludevic also gain the Daybound ability and thus transform back to the front side when it becomes night? Then what happens, does he lose the abilities or add them onto to those on his front side?

September 18, 2021 8:25 p.m.

Hey nice deck, I have a similar Bant dungeon deck on Arena. I like how you're using Jaspera Sentinel, might have to steal that idea.

I'd recommend playing 4x Hama Pashar despite it being legendary, as it's the best card in the deck and is a removal magnet. You can get away with more legendary cards in a deck like this since you scry a lot.

I also might recommend putting a little removal in there just to slow the opponent down before you go off. Skyclave Apparition and Mind Flayer are good options since you can get them with Ellywick & they trigger Varis. You might consider playing one or two more copies of Ellywick as well.

Your weakest cards imho are Cloyster Gargolye and Eccentric Apprentice, and the 3-drop spot is already pretty crowded for a deck like this, so if you were looking for things to cut I'd probably start there.

September 11, 2021 8:51 p.m.

Gotcha. Well if you're playing paper (as opposed to Arena) then Spirit is probably $1 for the whole playset. But ya Faceless Haven would be out of the question, and who knows about the Innistrad cards.

September 11, 2021 1:24 a.m.

Said on Simic Tempo...


Maybe I'm overlooking something but i don't think Consider would work since you draw the card before Delver's trigger resolves. Fading Hope is good, tho you have to give up a card & have something 3mv or less to target, so it might be hit or miss depending on the matchup. But ya you'd think that they'd give Delver something to work with if they're going to reprint it lol.

September 11, 2021 1:20 a.m.

amerika00- both of those innistrad creatures are excellent suggestions, and i think a deck like this wants somewhere around 15 creatures so definitely room for more.

Demilich is awesome, tho i think it is kind of at odds with a counterspell-heavy strategy (strange for a quadruple blue card). It's probably best in a deck with more cantrips & other proactive instants/sorceries so you can play it for cheap and make use of the attack trigger consistently.

September 10, 2021 3:55 a.m.

Nice deck, blue tempo brews are always some of my favorite. I feel like Hall of Oracles might underperform here since you can only use it at sorcery speed, but the nature of a deck like this is to be mostly draw-go so you can use your counterspells.

For the same reason, Symmetry Sage is also probably going to be meh since you'll have to play things during your turn to get the 2 power.

You might consider swapping to a snow package with Ascendant Spirit instead of Sage and 2 or 3 Faceless Haven to help close put games. Spirit is nice since it gives you a proactive mana sink if your opponent doesn't do anything worth countering on their turn.

September 10, 2021 2:05 a.m.

Said on Simic Tempo...


Ah makes sense on the spell lands. I plan on testing out Delver as well, though it'll be interesting to see whether it's consistent enough in a format that doesn't have Brainstorm or other tricks to guarantee flipping it on turn 2. Maybe some cheap instant-speed scry effects would be better than trying to improve your odds via spell lands, but i can't think of any in Standard off the top of my head.

September 10, 2021 1:55 a.m.

Said on GOD its brutal …...


+1 just for making a deck where both sides of Selfless Glyphweaver  Flip are relevant :D

September 9, 2021 2:34 a.m.

Said on Simic Tempo...


Hey sweet idea. I feel like Symmetry Sage might be an underperformer here since there aren't any other creatures that benefit from 2 base power. Werewolf Pack Leader could be a good replacement since Delver gets you to pack tactics on turn 3 on the god draw, and Dragonsguard only needs one counter to trigger it as well.

Decisive Denial also seems like a solid upgrade over Concerted Defense since you have the colors and aren't doing a party deck.

It also might be worth considering if there are better things to do with the cantrip cards like Charge Through and Consider. Right now Dragonsguard is your only creature that really benefits from cards like that, given that Symmetry Sage's effect is redundant after the first trigger. Without Dragonsguard those cards are mostly just spinning your wheels, so you might be better off with more control elements or protection like Snakeskin Veil/Wild Shape.

Finally, you might want to cut some of the expensive spell-lands like Sea Gate and Turntimber and use basics instead, maybe Lair of the Hydra. You want your lands to come in untapped as much as possible in a deck like this and you're hopefully trying to win by turn 7, so the 7 cmc lands will only slow you down for the most part. Rimewood Falls is also worth consideration if you want more dual lands since it works with Vineglimmer Snarl.

I have a kinda-similar Simic tempo deck that I still need to update for Innistrad if you want to check it out for ideas - Flashless Flash (S22)

September 8, 2021 11:15 p.m.

One of my favorite cards for a draw-go tempo deck is Ascendant Spirit. You can hold up mana for counterspells during your opponent's turn, then if they don't do anything worth countering you can level up the spirit. You'd just need to switch to snow islands, then you could also consider replacing the Halls with Faceless Haven.

September 8, 2021 3:08 a.m.



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Finished Decks 143
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Playing since Gatecrash
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