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Just a basic, bugget-friendly Simic deck built around the Evolve mechanic. I could use any suggestions, as I'm pretty new to Simic and deck building in general.Thanks so much to the community for all your feedback, the deck has greatly improved through your advice and suggestions. You've been so helpful, and I really appreciate it.
Fairly typical Evolve tactics. Get more +1+1 counters going with Solidarity of Heroes and Vorel of the Hull Clade, and Bioshift them to wherever they're needed. Finally, put those tokens to good use via Trample, Flying and Unblockable to get damage through and finish off your opponent.
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The primary advice I can give here is more general for all decks. You want to have a focused goal rather than just a bunch of simic cards. Think "What in this deck consistently makes me win" and trim the deck down to that. You want more win condition, and less fluff. If you want to know what I mean, check out my last few decks. Also, it makes life so much easier to have dual color lands for two-color decks. Try removing 4 forests and 4 Islands and adding 4x Hinterland Harbor and 4x Breeding Pool. If budget is of no concern, you could run 4x Misty Rainforest rather than 4x Breeding Pool. This helps you to have whatever you need, whenever you need it, commonly known as "mana fixing".
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Alright, I'll look start working on your suggestions. Thanks for looking and thanks much for the advice.
So what creatures would you recommend cutting to trim it down?
first instead of the ceratok try http://www.mtgvault.com/card/bramblewood-paragon/MOR/basically the same thing at a cost of only 2 (and it helps your mana curvewhile leyline phanton is good for evolving all your creatures it is pretty expensive to cast. personally i would ditch it completely but you might want to keep like 1the Dr has a point too. you want as many small creatures as possible so 4 cloudfin raptors and probably 3-4 simic initiates and 3-4 experiment one this will be out first and then grow big later hopefullythe simic and zameck guildmages are both ok but you could probably find better uses for those slots so probably nix themsouls might is also pretty expensive to cast... maybe lower the number of those? and add in other things that are low cost and give one +1/+1 counterdont have time now but ill give more input later
Alright, thanks for all your input so far, engamer! It's been super helpful. I really only kept Simic Guildmage cause I liked him just in terms of flavor. =P
About the Zameck Guildmage, I thought the first ability would be helpful for helping trigger Evolve effects by making creatures more powerful as they enter the battlefield. Is there a better way I could do this, or is it not really worth it anyway?
Bramblewood Paragon's a lot more expensive to buy, though. :/
In my opinion it just ends up eating mana that is better used elsewhere
Btw fungal behemoth cabe devastating in this Cindy of deck, ESP if you splash some graft creatures
Alright, thanks again. I'll look into those tomorrow, I should get to sleep soon.
about the zamec, evolve is always triggered FIRST, so any beef-ups you might try take hold just after evolve.
Oh, I see. I didn't know that.
I just found out I actually have x3 Bramblewood Paragons already! =P
fucking sweet!h
to update the zamec thing, if the creature being summoned has a beef-up ability for when it enters play, that IS triggered first. but using a spell or ability is activated after.
@endgamer: Yeah, I sort of remembered I had some, but I thought I only had one or something. =P@planeswalker: I thought so. But do you think it'd be worth all the mana you'd have to pump into it?
if "it" is nimbus swimmer, than I would say yes if you got it to a certain extent. first, it should probably be able to trigger an evolve or 2, and second, you have to beef it up to be a challenge. a 1/1 with flying that costs 3 is not impressive. an 8/8 for 10 with flying is impressive. overall, however, it's up to your judgment as to how much mana you need to dump in to be impressive, and is mostly on a situation basis.
oh, by the way, drop an island and an island/simic growth chamber for 2 simic guildgate.
Do you mean two more Simic Guildgates, for a total of four?
yes, that is what I meant.
also, try vorel of the hull clade. double one creature's counters every turn. in this deck, it's just as good as soul's might, since it would be double your counters+a small number for an extra 3 in the casting cost.
Got it. I'll look into that soon as I can, thanks for the input!
look into some other simic cards from dissension with graft as well as doubling seasoncheck out my combination of old and new simic deckhttp://www.mtgvault.com/endgamer31/decks/evolved-grafting/
Thanks for the advice. I'll start looking into Dissension cards, especially those with graft.
on the topic of dissension, don't bother with giant growth, use thrive. (I looked into it, and you CAN target the same creature multiple times)
in general dont have "target creater gets +x/+x" cards, instead have "give target creature x +1/+1 counters
Alright, that makes sense. Thanks for all the advice, both of you, it's been really helpful. Cheers! =)
Doubling season is amazing. Unfortunately, I little out of my price range.
yeah its something that you might buy one of a year lol only 4 years until your deck in complete! lolol
Lol, no kidding.
To me, the most effective way to play simic is to NOT focus on getting just 1 creature big (via bioshift / adaptation / Soul's Might) but rather just throw down a horde of smaller creatures that combo-evolve off each other, you will win faster too. This is more effective in a simic deck than other horde decks because evolves will stack quickly and Biomancer makes every small drop into a big baller! Take a gander at my deck to see what I mean:http://www.mtgvault.com/drbadass/decks/evolve-undying-simics/
Alright, I'll take a look. Of course, Bioshift can still be useful, even for a horde strategy. Since it's got instant speed, you can save counters from going to waste when a creature dies. I'll see what I can do.
Thanks for your suggestions!
if you are worried about that then just add these http://www.mtgvault.com/card/deaths-presence/RTR/
WHY ARE PEOPLE STILL COMMENTING ON THIS
it is a great skeleton, it just needs muscle. this deck just goes with what people like, and if we weren't going to help improve it there just shouldn't be a chat option at all.
The deck looks like it could be a pretty funny one in Casual, but I suggest that you remove some cards, since this deck has so many of them. My suggestion about efficient creature removal in this deck's case is that you reduce all the amounts that are more than 2 into 2.If you did this, the deck would bear 27 creatures and 69 cards total.
Thanks for the tip!
Whelp, Northy and TheSyndaMan hit the nail on the head about this deck requiring more focus ... but as that's already been said, I'll try to offer new advice. Proliferate is a nice late-game mechanic to have on your side. Spells such as Fuel for the Cause and Steady Progress would offer more reliable late-game support than Fathom Mage and Simic Manipulator. While both the latter are good, doubling the number of counters on your creatures, while simultaneously gaining card advantage or nuking an opponent's high CMC cast, is amazing.Tuskguard Captain is way cheaper than Bramblewood Paragon, and will actually get the chance too gain counters for you .... even if it costs I more mana to play. Trust me, I love Mrs. Scary Elf Lady, and have even put her in budget aristocrat decks, but I would save some money and replace her here.Now, onto some fun. After a while, you will find it hard to continue evolving without something like Master Biomancer ... so why don't we find a way to use the counters, to open up counter-heavy units to more evolve triggers. In english, if the counters can be spent on something, you can evolve more!Bred for hunt is a hilarious way to get card draw ...
P.S. ... solidarity of heros is a tad ... expensive to use ... CMC-WISE ...
Not sure why I didn't see this earlier. Thanks for the advice!Correct me if I'm wrong, but Proliferate doesn't double the counters, it adds one additional counter. Not to discount that, it's still a huge advantage, and a lot cheaper than something like Solidarity of Heroes. Not to mention the fact that I'm gaining more than just the additional counters with those spells. When I first built the deck, pre-Khans, Bramblewood Paragon was basically my only option. Now, with Tuskguard Captain much cheaper and with the added bonus of Outlast, I agree, he'd be a good replacement. Bred for the Hunt looks fun! How about Ooze Flux? That could be entertaining, allowing me to start pumping out tokens, which trigger evolve, which, in turn, allows me to make more creatures. Thanks much for the advice!