It's completely viable.. trickster is not a turn 2 play. Even if it is my only turn 2 play I'm not using it. It's there to ambush things like Phoenix and stop ghalta from attacking
Simic has tools to fight everything. Against red we have hexproof tokens. Against green we have sleep. Control, spell pierce and spam dont main dive down, main pierce
We go less wide but bigger than token decks then just sleep their board.
And just save trickster for ***** like Phoenix ez
Imo at the moment it's 100% a deep-rooted waters deck
The new boros cards might actually make firesong and sunspear playable.
And yeah im on the same page with ramp. I was into white for wrath effects but but jund and temur are both playing better.
I personally dislike unsealing and I have no idea why. Maybe just spite from seeing it resolve and having no answer for it while my opponent cast's his gigantosaur and bombs my board.
While not a goblin-goblin aggro deck. This is something I found that I just had to put together. Tried it a few times. Not sure if it has any legs, but it is fun to play. Plus it seems a bit more resilient than some other combos due to the fact it has redundancy and only needs to protect one card (Teshar).
The basic idea is to get Teshar, Ancestor’s Apostle out on to the battlefield and have a Squee, the Immortal either in your hand, graveyard, or exile and have a Skirk Prospector in hand, graveyard, or the battlefield. From there, there are a couple of ways to win.
Dive Down is meant to protect Teshar. Deafening Clarion, while looking a little weird in a deck with a lot of small creatures, is meant to slow down aggro decks since most creatures in the deck don't care if they are in the graveyard. Mox Amber is mostly to give a free trigger of Teshar if needed. Chart a Course and Discovery // Dispersal are the card selection. Right now I am doing a 3/3 split, but I could see going 2 Chart a Course and 4 Discovery // Dispersal since many times surveiling a card into the graveyard is as good as drawing it.
The problem is this deck is much less of a combo now that hazorets monument/gate is gone since you can't cycle through your deck. And if you do assemble the combo it doesn't win on the spot. You'll need either Banefire for infinite or heroic reinforcements. But imo without the monument looting its way harder to play
imo everything is permissible not beneficial. It does seem that Naya strategies focus on loading tokens with lifelink in on the front end with angels coming off the backend.
Currently I'm putting together a ramp/wurm list I'm just not sure I need the red yet (Shivan fire, Clarion, Banefire)
An elves list focused around Radha for big mana.
And a divine visitation list that wants to curve T1 elf T2 warboss T3 warleader t4 visitation swing for 12 in the air off warleader/boss tokens t5 heroic reinforcements swing
It is absolutely unnecessary though perfectly reasonable to play 4 of any particular card.
OPs deck is fine I wouldn't be running 4 of any of those creatures either because you typically want them paired together and not multiple of any one of them. The only one I would consider 4 of is knight of autumn just because it's a versatile card
I ended up with this for my first run.
I was pretty happy with it
I feel like curse catcher and mistcaller are both side cards
Why would you limit yourself like that in a deck that's 85% non permanents.
Recollect is infinitely better with mirari.
We go less wide but bigger than token decks then just sleep their board.
And just save trickster for ***** like Phoenix ez
Imo at the moment it's 100% a deep-rooted waters deck
+ Watery grave
+ Island
+ FoR/Evo wilds
1 basic for your FoR.. or opponents AssTrophy/FoR/settls
And yeah im on the same page with ramp. I was into white for wrath effects but but jund and temur are both playing better.
I personally dislike unsealing and I have no idea why. Maybe just spite from seeing it resolve and having no answer for it while my opponent cast's his gigantosaur and bombs my board.
The problem is this deck is much less of a combo now that hazorets monument/gate is gone since you can't cycle through your deck. And if you do assemble the combo it doesn't win on the spot. You'll need either Banefire for infinite or heroic reinforcements. But imo without the monument looting its way harder to play
Currently I'm putting together a ramp/wurm list I'm just not sure I need the red yet (Shivan fire, Clarion, Banefire)
An elves list focused around Radha for big mana.
And a divine visitation list that wants to curve T1 elf T2 warboss T3 warleader t4 visitation swing for 12 in the air off warleader/boss tokens t5 heroic reinforcements swing
OPs deck is fine I wouldn't be running 4 of any of those creatures either because you typically want them paired together and not multiple of any one of them. The only one I would consider 4 of is knight of autumn just because it's a versatile card