Mimic Bant 60 cards, 0 sideboard
4 {Hinterland Harbor} 4 {Breeding Pool} 4 {Glacial Fortress} 4 {Temple Garden} 4 {Sunpetal Grove} 4 {Hallowed Fountain}
24 lands
2 {Progenitor Mimic} 4 {Thragtusk} 3 {Centaur Healer} 3 {Angel of Serenity} 4 {Restoration Angel}
16 creatures
3 {Temporal Mastery} 4 {Azorius Charm} 3 {Sphinx's Revelation} 2 {Unsummon} 3 {Supreme Verdict} 3 {Farseek} 2 {Ranger's Path}
20 other spells
Sideboard
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{Simic Charm} over {Unsummon} it is way more usefull from protecting your dudes with the hexproof, pumping up your dude to get the extra points of damage and then a bounce spell that can bounce nonland things instead of just creatures
Also with a deck like this you want 4 {Farseek} it ramps you and thins out your deck, instead of {Ranger's Path} adding more numbers to your other cards would be good or making it a {Simic Keyrune} is good it has protection from {Supreme Verdict} and spot removal