Dread fills the air. Splinter Twin is laid to rest. Modern is ripe for a new enemy.
Welcome to the Primer for Malefic Simic Control.
What is this Jank?
Malefic Control is a very suppressive U/G deck that seeks to strip the opponent of their love for the game, and eventually beating them to death with 3/3 Elephants. Gifts Ungiven sees use to fix the Graveyard for 'goyf beatings, while Mystic Snake and Vendilion Clique further this deck's control agenda. This deck seeks to interrupt combos, often by any means necessary. This means that Disrupting Shoal and Cryptic Command will become your best friends, alongside a very frustrating Voidslime that is bound to cause some shock on cast.
A turn one Noble Hierarch leads nicely into a turn two Tarmogoyf; protected very nicely by the free counterspells that Malefic Control employs. Lumbering Falls and Call of the Herd make very nice backup win conditions, should all else fail, and of course, oblige your opponents to always double check your Graveyard. Snapcaster Mage allows more fun stuff; such as fl.
Why should I play this Jank?
You really shouldn't. This deck purely aims at giving Simic a valid place in the modern meta, which, in my testing, seems to be serving its purpose. If you happen to have the pieces and want to try it out, I suggest you do so. There's something super entertaining about copying terrifying creatures with Phantasmal Image while simultaneously punching your foe in the face with elephants.
The Deck
Here's my example of the deck. You'll see that it's not very budget friendly. The use of variously costed counterspells is (obviously) for the Disrupting Shoal, which requires a large amount of "food" for our very diverse mana. Of course, sometimes, stopping spells on turn 1 is fun. This is why we entertain both Spell Snare and Spell Pierce, who, even without being cast, can serve a lovely purpose.
In terms of sideboards to go with this, you'll have to craft one based upon the meta you're dealing with, but I've noticed that more often than not, this will suffice.
Note that this deck can deal appropriately with affinity, but the power level of Natural State is so high that I couldn't deny it entrance here.
As this deck is incredibly multi-faceted, it is impossible to declare a single deck a bad matchup. One matchup that has caused me trouble in the past has been R/G Tron; simply because I originally had no answer to Karn on turn three. But now, with the right acceleration, a Mystic Snake should be able to solve our problems with that irritating and OP planespooper.
There's been a great deal of trouble with the new Eldrazi deck, that of which is due to the OP speed of Reality Smasher/Seer dropping all of our responses, but the deck will be banned soon, and so I'm not concerned.
Anyway, if you guys have suggestions, let me know.
Welcome to the Primer for Malefic Simic Control.
What is this Jank?
Malefic Control is a very suppressive U/G deck that seeks to strip the opponent of their love for the game, and eventually beating them to death with 3/3 Elephants. Gifts Ungiven sees use to fix the Graveyard for 'goyf beatings, while Mystic Snake and Vendilion Clique further this deck's control agenda. This deck seeks to interrupt combos, often by any means necessary. This means that Disrupting Shoal and Cryptic Command will become your best friends, alongside a very frustrating Voidslime that is bound to cause some shock on cast.
A turn one Noble Hierarch leads nicely into a turn two Tarmogoyf; protected very nicely by the free counterspells that Malefic Control employs. Lumbering Falls and Call of the Herd make very nice backup win conditions, should all else fail, and of course, oblige your opponents to always double check your Graveyard. Snapcaster Mage allows more fun stuff; such as fl.
Why should I play this Jank?
You really shouldn't. This deck purely aims at giving Simic a valid place in the modern meta, which, in my testing, seems to be serving its purpose. If you happen to have the pieces and want to try it out, I suggest you do so. There's something super entertaining about copying terrifying creatures with Phantasmal Image while simultaneously punching your foe in the face with elephants.
The Deck
Here's my example of the deck. You'll see that it's not very budget friendly. The use of variously costed counterspells is (obviously) for the Disrupting Shoal, which requires a large amount of "food" for our very diverse mana. Of course, sometimes, stopping spells on turn 1 is fun. This is why we entertain both Spell Snare and Spell Pierce, who, even without being cast, can serve a lovely purpose.
4 Island
4 Lumbering Falls
3 Breeding Pool
2 Forest
2 Ghost Quarter
1 Tectonic Edge
1 Flooded Grove
1 Hinterland Harbor
3 Noble Hierarch
3 Snapcaster Mage
2 Mystic Snake
1 Phantasmal Image
1 Vendilion Clique
4 Serum Visions
2 Call of the Herd
2 Gifts Ungiven
2 Cryptic Command
2 Remand
1 Spell Snare
2 Voidslime
2 Spell Pierce
2 Mana Leak
4 Disrupting Shoal
In terms of sideboards to go with this, you'll have to craft one based upon the meta you're dealing with, but I've noticed that more often than not, this will suffice.
Note that this deck can deal appropriately with affinity, but the power level of Natural State is so high that I couldn't deny it entrance here.
1 Negate
1 Creeping Corrosion
1 Fog
1 Spell Snare
2 Spellskite
1 Trygon predator
1 Vendilion Clique
1 Dispel
2 Relic of Progenitus
1 Pithing Needle
3 Natural State
Matchups
As this deck is incredibly multi-faceted, it is impossible to declare a single deck a bad matchup. One matchup that has caused me trouble in the past has been R/G Tron; simply because I originally had no answer to Karn on turn three. But now, with the right acceleration, a Mystic Snake should be able to solve our problems with that irritating and OP planespooper.
There's been a great deal of trouble with the new Eldrazi deck, that of which is due to the OP speed of Reality Smasher/Seer dropping all of our responses, but the deck will be banned soon, and so I'm not concerned.
Anyway, if you guys have suggestions, let me know.