Destroy! Evolve! Destroy!

by planeswalker999 on 11 July 2013

Main Deck (60 cards)

Sideboard (0 cards)

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How to Play

in the early turns, hope for land that isn't simic growth chamber, and gyre sage. once you get gyre sage, she is a top priority for counter-adding spells and vorel of the hull clade. with all the spells, evolve is all but obsolete, but in the early turns, an evolution can get the vorel chain started, so for that and the obvious reason that this deck is rather low on first/second turn creatures, I have included a playset of shambelshark. once you get a couple of creatures, just go all-out with counter-enhancing spells like thrive (you CAN target the same creature multiple times and is a much better choice than nimbus swimmer)and give (for those who love card-drawing, take is also there) and in closing, just have fun.

Deck Tags

  • Simic
  • evolution

Deck at a Glance

Social Stats

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This deck has been viewed 1,337 times.

Mana Curve

Mana Symbol Occurrence

0220034

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Destroy! Evolve! Destroy!

for standard, switch out the growth chambers for breeding pools or basic lands, and the thrives for more forced adaptations and rings of kalonia.

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Posted 19 July 2013 at 16:42

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Here is my Champion of Lambholt deck:
http://www.mtgvault.com/hyperventilationsystem/decks/lambholt-champion-of-counters/

Get rid of Thrive and add Increasing Savagery or add Alpha Authority for some creature protection.

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Posted 19 July 2013 at 16:58

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1. thrive is awesome.
2. I don't have increasing savagery.
3. Alpha is an interesting idea, but most players in my area don't do much with counterspelling/o-ring

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Posted 20 July 2013 at 17:22

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In Simic deck, I faced Simic Manipulator often and it can be really dangerous since he keeps taking control of all my creatures
it evolves and you have what's needed to transfer counter on him

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Posted 19 July 2013 at 17:09

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thanks for the advice, I'll see what I can do about getting 1 or 2 of those. but let me get this straight. he esentially mind-controls all your creatures, evolves because they became his, and then mind-controlled some creatures, wash, rinse, repeat. that doesn't work, evolve is only triggered when the creature first comes into play onto his side. if mind control triggered evolve, I'd probably have a few in my deck, but it just doesn't work.

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Posted 20 July 2013 at 17:27

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for 3 mana it easily gain control of a lot of creature with power 1 and 2, like a royal assasin, elf mana ramp, most defender(power 0),
It's designed to gain control of creature with low power, but those creature can be powerful for their abilities, like vorel in your deck power is power 1
if it would trigger the evolve it would jusr be ridiculous
so everyturn you most likely evolve it at least once and gain control of a second creature

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Posted 20 July 2013 at 18:17

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no, no, no! evolve is triggered when the creature is summoned on your side of the field, or evoked to your side of the field, or whatever. it's not like every turn, if I have a 5/6 with evolve and a 6/5 with evolve, that they just evolve each other every turn. that isn't how evolve works. I understand the implications of using simic manipulator. lets just leave it at that.

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Posted 22 July 2013 at 14:46

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I really don't like Chronomaton. He may get stronger but it's not evolve. It's especially important because your weaker evolve creatures are the ones that take the most benefit from evolve. I think you should put in Experiment one. Actually I think I'm going to play test this so I'll be back with suggestions later.

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Posted 21 July 2013 at 23:11

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thank you so much! if you don't already have the cards, at least 80% of it can be found in the 2 simic starter decks, and the thrive/simic growth chamber are found (2 of each) in the simic starter deck from dissension. as for the chronomaton, it's not a bad card, and in this deck, with all the counter-adding spells, evolve might be used or twice per creature, while cards like wall of frost are being given counters and then, through cards like the drake and ceratok, flying or trample. chronomaton is powerful, because in this deck, the highest power and toughness is available is 6/7. that means 7/7 is the highest an unaided evolve creature could go, while spells could make it way more powerful. chronomaton can go beyond that, becoming a 20/20 if the conditions are right and it is required.

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Posted 22 July 2013 at 14:34

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I see your point. Have you thought about Bioshift or Simic Charm?

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Posted 22 July 2013 at 20:47

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the worst I've come across in the way of removal is a selesnya deck with a playset of oblivion ring. otherwise, all that players in my area really use ise lightning bolt, which my good creatures get out of range of. simic charm is unneeded. as for the bioshift, this is a very packed deck. if you could figure out what to take out, I would appreciate it. all I can see to take out is the ooze flux.

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Posted 23 July 2013 at 15:08

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