The high land count provides a good basis to summon them, supported by artifacts included in the deck or creature cards like Klauth or the Savage Ventmaw
My buddy Mike Vasovski made the Canadian National Team many moons ago with this Simic special: "Simic Special" Creatures (20) 3 Ninja of the Deep Hours 3 Patagia Viper 4 Coiling Oracle 4 Sakura-Tribe Elder 4 Sakura-Tribe Scout 2 Seshiro the Anointed Spells (18) 2 Chord of Calling 3 Mana Leak 3 Remand 4 Sosuke's Summons 3 Coat of Arms 3 Umezawa's Jitte Lands (22) 3 Island 7 Forest 4 Breeding Pool 4 Simic Growth Chamber 4 Yavimaya Coast Sideboard (15) 2 Ghost Quarter 3 Gifts Ungiven 1 Life from the Loam 3 Pithing Needle 3 Spell Snare 3 Threads of Disloyalty Beyond the tribal synergies, Coiling Oracle did a lot of work in this deck, from accelerating the mana (revealing Simic Growth Chamber is pretty dirty) to helping power out a Chord of Calling to being best friends with Ninja of the Deep Hours
As your opponents deal with these threats, most will usually end up in your graveyard, so youll be well situated to keep cheating them back into play from there once you get going
If you play it on turn five or later, you'll almost always draw a card, but by this point a 2/1 with prowess will have very little value in the land of dragonlords and Siege Rhinos bad yet again (at least as bad as a card that replaces itself can be)
Sometimes they will stubbornly refuse to concede and the game will take hours to reach its conclusion
What do I mean we don't mulligan in design