Those decks have the same problem as so many other gimmick decks- they rely on the God hand just to get started. If you don't have the God hand then you're almost guaranteed to lose.
Take another look at the Simic deck.
First off, it doesn't need Hinterland Harbor. The thing has mana fixing all over the place! I count 12 mana fixers!
Second, stop thinking of the deck as an Evolve deck, and look at it as a combo-ramp deck. You can quickly get to 6 mana with a lot of cards in hand. If you bind Deadeye Navigator to any of the upper drops, you are totally unstoppable. The red splash is totally realistic and effective - see the aforementioned 12 fixers.
This is a strong and fun blue-green deck. It might be run over by the Boros deck, but with a little bit of good blocking, it will reach an impregnable board state and mop the Boros deck all over the floor.
This deck isn't about max dollar value, its about being fun and effective. Enjoy your Firefist Strikers while we are over here playing Mist Ravens and blinking Sphinx of Uthuun.
It has no Simic flavor and would get absolutely WIPED by any of the other event decks in this block thus far. This one clearly got away from them.
So if you DO NOTHING but go land, pass turn land pass turn, Necro,
sure your in a rough spot.. but lets say you drop 2 creatures on turns 1 and 2 just to chump or even trade up hell typhoid rats even works a little
Now were looking at paying 4-7 life going to around 12 with hopefully a dude on the board and now the winning cards likely in your hand
thats why it wins you the game, As long as you Do SOMETHING to stay alive on turns 1 and 2 necro probably wins you the game
If you drop the chumps on turns 1 and 2 then your opponent is doing whatever the hell he feels like for 3-4 turns. 3-4 turns to win, even if your opponent has a few chumps out, is more than doable if your opponent is already giving up life to draw cards that he can't use until his next turn. And let's say you drop 5 life and pick up 5 good cards. Turn 4 comes, you have 4 mana to do what you've been gearing up for. Your opponent has been working your ribcage for 3-4 turns already. But let's say you get out a great creature on that 4th turn. How hard is it for most decks to get rid of 1 creature before declaring attackers? Now you're left with a hand full of great cards and no mana to do **** about ****.
It's a good card, like I said. It is not a win-con.
The card is absurdly busted and is never getting reprinted into standard. If it does, we will see the announcement "Necropotence is banned in standard, modern, and extended." No dark ritual? No problem at all, just going turn 1 remove your dude, turn 2 remove your dude, turn 3 necro is good enough to win the game. Necro is one of the most powerful cards ever printed, easily top 10 I'd say.
You'll have to explain to me how it's a win-con. Blue has cheaper ways to draw more cards in modern and extended, just 1 or 2 turns slower. I know that drawing cards is an enormous advantage, but why do so many players view the drawing of cards as the goal of the game? With Necropotence you pay life and draw cards when it's too late to use them. Say you do draw those 7 cards and pay that seven life then have to wait until your 4th turn to actually do something. How many decks in modern and extended can easily deal 13 damage on/by turn 4?
It's a very useful card, no doubt. But it is not a win-con in and of itself and it does not make you immune to loss. It still relies on the God-hand and other cards to actually get you the win. It's just a way to maybe get you those cards faster. If you don't have a solid deck going in, Necropetence isn't winning you the game.
Our founders viewed a tyrannical government as an inevitability of power, not a mere possibility. The reason we have a separation of powers is to prevent tyranny. Our founding fathers never would have accepted the president being the commander of the world's largest standing military.
You seem to be parsing that sentence wrongly. "Our liberties must of necessity be greatly hazarded, if not entirely lost, if their defence is left to any but a permanent standing army" = "only a standing army can defend our liberties".
You're interpreting it as if it were modern writing. He still wrote like a British ponce of the time. The rest of that letter delves into how little he thinks of standing militaries because men can't be expected to behave like soldiers for years on end.
You both need to do some reading. George Washington said on many occasions that if we entrust our protection to a standing army that our liberty will be lost.
GEORGE WASHINGTON, letter to John Augustine Washington, May 31, 1776
I am persuaded, and as fully convinced as I am of any one fact that has happened, that our liberties must of necessity be greatly hazarded, if not entirely lost, if their defence is left to any but a permanent standing army; I mean, one to exist during the war.
...
There's that irony thing I keep hearing about.
A new version of Nissa that pumps out elf tokens and mana ramps would make everyone forget about Garruk in a hurry, I'm sure.
It has no Simic flavor and would get absolutely WIPED by any of the other event decks in this block thus far. This one clearly got away from them.
My thoughts exactly.
If you drop the chumps on turns 1 and 2 then your opponent is doing whatever the hell he feels like for 3-4 turns. 3-4 turns to win, even if your opponent has a few chumps out, is more than doable if your opponent is already giving up life to draw cards that he can't use until his next turn. And let's say you drop 5 life and pick up 5 good cards. Turn 4 comes, you have 4 mana to do what you've been gearing up for. Your opponent has been working your ribcage for 3-4 turns already. But let's say you get out a great creature on that 4th turn. How hard is it for most decks to get rid of 1 creature before declaring attackers? Now you're left with a hand full of great cards and no mana to do **** about ****.
It's a good card, like I said. It is not a win-con.
You'll have to explain to me how it's a win-con. Blue has cheaper ways to draw more cards in modern and extended, just 1 or 2 turns slower. I know that drawing cards is an enormous advantage, but why do so many players view the drawing of cards as the goal of the game? With Necropotence you pay life and draw cards when it's too late to use them. Say you do draw those 7 cards and pay that seven life then have to wait until your 4th turn to actually do something. How many decks in modern and extended can easily deal 13 damage on/by turn 4?
It's a very useful card, no doubt. But it is not a win-con in and of itself and it does not make you immune to loss. It still relies on the God-hand and other cards to actually get you the win. It's just a way to maybe get you those cards faster. If you don't have a solid deck going in, Necropetence isn't winning you the game.
You're interpreting it as if it were modern writing. He still wrote like a British ponce of the time. The rest of that letter delves into how little he thinks of standing militaries because men can't be expected to behave like soldiers for years on end.
GEORGE WASHINGTON, letter to John Augustine Washington, May 31, 1776
I am persuaded, and as fully convinced as I am of any one fact that has happened, that our liberties must of necessity be greatly hazarded, if not entirely lost, if their defence is left to any but a permanent standing army; I mean, one to exist during the war.