Gatecrash Event Deck – Simic Redux

Gatecrash's "Simic" Event Deck

Gatecrash’s “Simic” Event Deck

So Gatecrash is out and it’s great.

The guilds are superb, the interactions are fun, the limited play I’ve participated in was great.

One weekend in with this new Magic: the Gathering expansion and the Constructed play hasn’t changed much. Some adaptation of Boros with aggressive humans seems to be the meta-choice of the hour. Then came this announcement of the Gatecrash Event Decks, decks designed to be purchased at the store to allow someone to play in a Standard Constructed event with no previous preparation.

The Boros one is as expected – a lot of small, quick humans that top out at mana cost of four with a Spark Trooper. You can tweak this deck with a handful of cards and be ready for top tier play. The mana base isn’t top tier, correct, but you can reasonably get the Boros deck to where you want it with more Spark Troopers, Champion of the Parish, and other quick dudes.

The Simic deck, however, is a sick mess.

The other Event Deck, titled “Thrive and Thrash”, is a blue-green ramp deck that wants you to get to five mana and then start dropping semi-decent bombs like the singular copies of Thragtusk, Wolfir Silverheart, Gruul Ragebeast, and Deadeye Navigator, who can blink these creatures for their ETB(Enter the Battlefield) effects.

This deck isn’t a Simic deck in the sense the other is a Boros deck. Yes, there are green and blue cards in it, but nothing Simic related besides the Simic Guildgates and the Urban Evolutions. In fact, I count only 17 cards of the 75 included are from Gatecrash. The Boros deck has Boros cards wielding the Boros mechanic. What’s going on here?

So clearly I must re-imagine the Simic Event Deck to include some more Simic flavor, possibly some of the Simic mechanic, and keep it Standard legal and more Gatecrash-ey. The previous few Event Decks (Magic 2013 Core Set & Return to Ravnica) have stuck to the rule of including only 7 rare cards, between 17 and 24 uncommon cards, about 24 lands, and ZERO mythic rares. They do include some Standard-of-the-era staples, usually throwing a chase-rare in a pack.

I want to involve cards with the new Evolve mechanic, since its the Simic thing. The best ones will be cheap evasive creatures like Cloudfin Raptor. I also want to eliminate the color red from this deck. For some reason, the best move for piloting this deck looked to be finding a source of red mana to activate some removal spells. I don’t think we’ll need that.

Gone are also the copies of Verdant Haven (don’t need the access to read mana),  the silly single of Bramblecrush, the copies of Borderland Ranger, and the 4 Farseeks (they’ll be problematic since they can’t find Forests).

The Simic Event Deck Redux (link to

2 Evolving Wilds
4 Simic Guildgate
10 Forest
7 Island

1 Acidic Slime
4 Arbor Elf
4 Cloudfin Raptor
1 Deadeye Navigator
2 Druid’s Familiar
1 Fathom Mage
2 Fog Bank
4 Gatecreeper Vine
3 Nimbus Swimmer
2 Slaughterhorn
1 Soul of the Harvest
1 Sylvan Primordial
1 Thragtusk
2 Wolfir Avenger
1 Wolfir Silverheart

3 Simic Charm
1 Unexpected Results
3 Urban Evolution


2 Mizzium Skin
2 Naturalize
4 Negate
3 Rancor
4 Strangleroot Geist

I kept the subtle green/blue ramp and added some interesting creatures to the mix. The bombs of Deadeye Navigator, Thragtusk, and Wolfir Silverheart were too powerful to overlook, especially interacting with one another. Sylvan Primordial is a near-unanimous favorite of all the primordials and can benefit from the Deadeye Navigator’s ability. Soul of the Harvest just wants you to cast creatures and you’ll draw cards, the same with Fathom Mage. Unexpected Results should grab you nearly anything useful if you can play it on turn 4, the only possible dead play is a Simi Charm, but you can still use that to pump a creature.

I originally wanted to throw a full set of both Cloudfin Raptor and Elusive Krasis in here, but the Krasis couldn’t stay as his power took too long to build up. I played a little and found that I always wanted a flyer instead, so in went the Nimbus Swimmers, which are useful whenever you draw them. Gatecreeper Vine does a better job of getting the lands I want over Farseek, since the Guildgate offers the best color options. Wolfir Avenger & Druid’s Familiar are nice boosters to the Evolve creatures, plus any of my creatures can use the boost or protection offered by the Simic Charm. If I played around a little more, I might have put in a full playset of Slaughterhorn, but I restrained myself to keep the Simic theme running.

There’s ramp, there’s creatures, there’s Deadeye Navigator uses, there’s plenty of card draw, and the deck won’t stall after hitting turn 6 since you can dump mana into more card draw like Urban Evolution, or Deadeye activations, or spend it all on a Nimbus Swimmer.

Please feel free to comment on how I did.

Overall, I feel that the Simic deck is still under-powered compared to the  Boros and generally poorly placed in the current meta, but this iteration at least boosts the Simic Guild’s profile in a deck named after them. As we progress into the post-Gatecrash era, perhaps things will creep into Standard as powerhouses from the Simic that might need to go into the deck. Experiment One is one potential card, and I may have been wrong about the Elusive Krasis. Only time will tell.


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About recalcitrant041

Andrew Babcock has manifest destiny on his mind. The road west is paved with basketball, psychic dreams, passable egg-toast, Dungeons & Dragons, and haiku.

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