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[u]Basic Idea[/u]The decks of the Advanced series are intended for players that already have mastered the basic rules, and are fit for some more powerful and complex decks. When thinking about simic, the first thing that came into my mind was the Evolve mechanic. To keep the deck simple I didn't want to have too many mechanics/ ability's in here so Evolve as main ability's as well as some control spells , some protection and combat tricks where the things that I wanted to use. The problem was that the deck proved to be to complicated for someone who has similar games only on the computer. [u]Cardpool and Budget[/u]I decided to stay modern legal, with a budget of 45-55$ (Estimated mid value) [u]Upgradeability/ Room for improvements[/u]This deck is bound to a special keyword, named "Evolve", where your creatures get stronger when you ply a creature that is stringer than they are. A deck that is built around a certain keyword is very hard to keep up to date and to improve on. New editions will rarely contain cards with the keyword, but you can try to look for cards that improve the general strategy or support side of the deck. [u]Tests[/u]At the moment this deck exists only on this site and has never been played against another deck.I'm open to all suggestions and ideas that may help to improve this deck.
Evolve is an ability that strengthens you creatures over time. Whenever a creature you control enters the battlefield, if it's power or toughness is greater than one of your creatuers with evolve, the evolve creature gets a +1/+1 counter. For example when you have 2 Cloudfin Raptor without counters on the battlefield and Experiment One enters both Raptors will get a +1/+1 counter. Overall this deck looks faster than it actually will be because you need some time to make your creatures really strong. It requires a good balance between offence and defence. Cloudfin Raptor and Experiment One are your main working creatures with Fangren Firstborn and Renegade Krasis supporting them. Elusive Krasis can be a good finisher later on. Fathom Mage, tough a weak body, will give you important card advantage to have more options in combat than your opponent might. Bioshift allows you to save the +1/+1 counters from a creature should it get hit by a removal. If you need to protect a creature from such spells Blossoming Defense is the spell of your choice. Mana Leak and Unsummon will give you some control over what your opponent plays and has on the battlefield. Using Overrun will help you to finish your opponent as it strengthens all your creatures at once and gives them trample to get through his defence.
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NOTE: Set by owner when deck was made.