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Creatures - 26
4 Coiling Oracle
2 Gaea's Skyfolk
1 Vedalken Heretic
3 Lorescale Coatl
2 Selkie Hedge-Mage
1 Trygon Predator
2 Winged Coatl
1 Wistful Selkie
1 Mystic Snake
1 Sower of Temptation
2 Acidic Slime
1 Mormir Vig, Simic Visionary
1 Murkfiend Liege
2 Overbeing of Myth
2 Simic Sky Swallower

Other Spells - 10
2 Groundswell
2 Pongify
1 Quest for the Gemblades
1 Regrowth
1 Snakeform
3 Fable of Wolf and Owl

Land - 24
3 Terramorphic Expanse
9 Forest
12 Island

General strategy: This can't really be called a control deck, due to the lack of removal, but not only that, the removal it does have is situational. The Liege, Overbeing, Mormir Vig, Simic Sky Swallower, and Fable are the workhorses of the deck. There are a lot of nice utility creatures and a few combat tricks. Unfortunatly, they're all a bit situational. As a result, this deck is lacking in power and pizazz that other decks have. It does have some fun cards.

Gaea's Skyfolk - These are mostly here just as early creatures. They can trigger the quest and are useful with tricks like Snakeform and Groundswell. Later on they can be used to cheaply trigger Fable or Mormir Vig.

Vedalken Heretic - I haven't seen a lot of people run this. Sure, it's kinda rare that you pull off its effect, but there are other subtle benefits. Suddenly, your opponent may not attack you because they don't want you getting that extra card. You can also more easily get your opponent to fall for a combat trick like Groundswell as they try to stop you from getting that extra draw in the early game. It's also a prime target for removal, which is less removal your opponent will have for your bigger and more important cards.

Selkie Hedge-Mage - You can use it to bounce your own Coiling Oracle to reuse its effect, although this is a bit situational. The effects are still useful, and the bit of lifegain can help against aggro decks and burn.

Winged Coatl - This is the type of blue/green card I like. Flash, flying, and deathtouch makes it like a removal card, and it feels like a U/G card as well. Wish there were more.

Acidic Slime - Compared with Indrik Stomphowler, the slime has deathtouch, and if your opponent doesn't have any artifacts/enchantments, you can hit a land so you're not forced to kill your own Fable. The deathtouch is also nice here since this deck is lacking in removal.

Assault Zeppelid - 4 mana for a 3/3 is underwhelming. Flying and trample are ok, but it's just that, ok. This deck is lacking in good 4 drops, so run these if you want more early game mid-sized creatures. This can be really good when followed up with a Liege, but with only 1 Liege, this isn't a consistent strategy.

Mormir Vig, Simic Visionary - Suddenly every U/G creature you play now has the added bonus of letting you tutor any creature you want to your hand. If left alive for a turn or 2, you can probably pull out a win due to the card advantage.

Overbeing of Myth - Another card that your opponent needs to kill right away, or else you'll start generating massive card advantage.

Simic Sky Swallower - Shroud gives it protection, and trample helps push damage through, two things that this deck is a bit lacking in. I've always been a fan of this card, and I'm glad to see it here.

Pongify - Kinda like a blue verson of Beast Within, except this one can only hit creatures, but on the plus side, it only costs 1 mana. Due to the cheap cost, it's likely that you'll be using this as more of a combat trick to turn your 1/1s into 3/3s after your opponent attacks you.

Quest for the Gemblades - This deck is lacking in early game power, so you need all the boosts you can get. The potential for card disadvantage is here, but there are some subtle advantages too. It only takes 1 counter to use, and suddenly your opponent's playstyle can change knowing that you can boost your creature with 4 +1/+1 counters at any time. Do they block your Vedalken Heretic and lose their creature, or do they let you draw a free card?

Regrowth - This deck only has 1 Liege and 1 Mormir Vig and 1 Mystic Snake. This card can bring back any of those to reuse again.

Snakeform - This is another U/G "removal" spell that I think is well designed as a U/G card. Again, I wish there were more of these in here.

Fable of Wolf and Owl - One of the MVPs of the deck. I was a little skeptical at first since it is a 6 mana enchantment, but this card got a lot of hype. After trying it in action, Fable certainly lived up to the hype. The only downside is that it costs 6 mana, so you won't be doing anything else on that turn. However, next turn, suddenly every U/G card you play turns into a sorta Grave Titan-like effect. Play 1 creature, and you get 2 more to go with it. This can get out of hand quickly, especially with Mormir Vig or Overbeing, or even another Fable. The only time I don't enjoy this card is when my opponent destroys it before I get to utilize it. But it is a great anti-control card, especially for decks that can't remove enchantments. If it cost less, it would be way too good.

Jhessian Infiltrator - Unblockable is nice, but it could interfere with trying to get a Quest active. It's also good with pumping from the Liege, but once again, with only 1 Liege, this isn't a reliable strategy.

Omnibian - This was another card that surprised me. Making your creatures bigger, or your opponenet's smaller, is surprisingly useful. As a 4 mana 3/3, it is still underwhelming, and a bit slow for its effect. Also, while it may work wonders against the AI, human players will see this trick coming.

Protean Hulk - Probably one of my most controversial cuts, but what would any of my deckbuilds be like without that? Anyways, I have 3 issues with this card.

1. It costs 7 mana. Mormir Vig tutors creatures for 5 mana.
2. It needs to die in order to activate the effect. Mormir Vig only needs to live 1 turn, but the Hulk could be sitting on the board for a while before you get to use its effect (if you get to use it at all).
3. Given the deck's manacurve, there's not a whole lot you can tutor. You could get a Sower of Temptation and a 2 drop, or a couple 3 drops, or one of your 5 drops. It's just underwhelming.

On the plus side, it does put the tutored creature(s) right on the battlefield. It's a respectful card to run, but if you're going to run it, make sure Mormir Vig is also in your deck first.

Tidespout Tyrant - This card's effect is great, but without reliable ramping, the 8 mana cost is too big of a turn off. If this was Ancient Depths 2.0, I'd almost certainly run this card.

Daining Whelk - I wanted to like this card, I really did. It's another counterspell on a stick, in a deck that could really use some more control options. Yeah, it's a potential 2 for 1, countering your opponent's card and then having a big creature for them to deal with. However, 6 mana is just too much for a counter, even for this format. 4 mana + a 2/2 body is good, heck, 4 mana for just a counter would be useable, but not 6 mana. When you reach 6 mana, you don't really want to be leaving all that mana just sitting there hoping that your opponent plays something that's worth countering, and you'll pretty much be forced into countering whatever they play, just so you don't feel like you gave your opponent a free turn by leaving that mana open. Against human players, it's also a fairly obvious card to see coming. Hmm, you have cards in your hand and lots of mana, but yet you didn't play anything, wonder why?

Claustrophobia - I didn't like this card in Aura Servants when it was called Narcolepsy and costed 2 mana, and I don't like it any more now, for all the same reasons I don't like Narcolepsy or Pacifism. I'd rather go without removal than to play this card that most decks can work around with enchantment removal, bounce, or creature effects that will still happen through Claustrophobia (like the Lieges). I want my removal to actually remove the creature from the field.

Aether Mutation - And there's the other controversial cut. It's not a bad card for its effect. 5 mana and sorcery speed for bounce brings it down. The tokens you get can make up for it, but not so much against the aggro weenie decks. I removed these cards for the 2 Gaea's Skyfolk and the Quest, since I needed more early game support. And on that note, another minor complaint is that this card doesn't activate Mormir Vig's effect. You can use it to bounce your own slimes or something and reuse their effects, but this strategy is often too slow to employ.