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Simic deck taking advantage of the Evolve mechanic.
I think the main strategy of the deck is pretty straight forward. Try to get your weaker creature out early and buff them up using the Evolve mechanic. Ivy Lane Denizen lets me throw +1/+1 counters on creature that need them (such as creatures without Evolve or creatures too beefy to evolve). I usually throw Forced Adaptation on Simic Fluxmage to make sure I can continuously beef up my other creatures as I need to. Verdant Haven gets dropped on Simic Guildgate for the mana versatility.The sideboard is based around countering certain decks this one has trouble with. Other aggression decks sometimes get the upper hand, so I have AEtherize and Hindervines to counter those. Against a stall deck, Nimbus Swimmer lets me take advantage of late game mana to beef up some of my bigger creatures that couldn't otherwise get beefed up. Merfolk of the Depths is for certain situations where I decide I need the clutch Evolves playing it with Flash can give.I'm thinking of dropping 1 AEtherize and 1 Hindervines from the sideboard to add a different card (and maybe drop that Forced Adaptation so I can have 3 copies). I think my biggest problem right now is versus burn decks early on. Any ideas would be helpful and greatly appreciated.
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a tip from a fellow Simic player, don't use too many high mana cost dudes. It's really not worth it to have adaptive snapjaw a lot of times. The Zamech guildmage helps you enough as it is. I will also have to recommend Fathom Mage, sure, she sets you back a turn, but she also gives you enough carddraw so you'll refill your hand way easier. Another thing that you should take note of is the fact that creatures with "undying" works very well with evolve. As for stuff like spell rupture: It is usually only good when you've gotten some beefy creatures in play. That generally happens in late game and in late game, you usually have enough mana to afford that cancel, which is generally more reliable.On a sidenote: I think Aetherize is great. I can't count the number of times that it has won me the game or made me survive an attack, leaving the enemy with nothing on the field and having to spend 2-3 turns just to recast everything again.These are all suggestions though. A fact would be: If you're hitting with a 6/2, you're already winning. No need for cards that helps you "win more"
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I'll try dropping the Snapjaws for Fathom Mages. I was beginning to think they were too situational anyway.My thinking on Spell Rupture was early on when I have low power creatures, my opponent also won't have a lot of mana, meaning even if X is only 3, that's usually more than they'll have. Later on, X can be a pretty large number. I think saving the one mana on my end is really helpful. I'll try it with Cancel, though.As for creatures with undying, which would you suggest? I kind of like Strangleroot Geist, but it seems like the only one that would really benefit this deck. And what would I drop for it?
Vorapede can be useful too, remember, you can always remove counters from them in the early game for card draw with the guildmage if you REALLY need to. As for what you'd drop for the Strangleroot Geist, I don't know. You COULD drop the Shambleshark, but it feels like Shambleshark gives you more control. As for removing spell rupture for Cancel, I think I agree with you for this current deck, Spell rupture is good. Especially if you have the shambleshark since you can play the shark if the enemy doesn't play anything you want to counter.
Looks solid. I'd consider though cutting a bioshift out and cutting out an adaptive snapjaw. or cut out all 3 adaptive's and put in 1 Prime speaker. Think on it.
I'll consider that. I don't really like Prime Speaker, though. I have a decent amount of draw power (especially if I end up adding Fathom Mage) and Prime Speaker is a little expensive for what it does, in my opinion.
True, she is expesnive, but she is also BIG. Especially in a good Simic Deck. sometimes, you can end up dropping an 8/8 for 6, and get to draw 8 cards as well, and be able to cast them with mana from your Gyre sage.
I can drop an 8/8 for 3 mana with Miming Slime, which is why it's in there. Her biggest use is for the card draw, which, as I said, I don't feel like I need. The ONLY benefit I think she gives is that I could pull the +1/+1 counters off of her with Bioshift and throw them on something else, but I think her cost outweighs this. I'll play around with the idea, though. Thanks for the input.EDIT: Somehow this ended up at the top of the list, instead of after your last reply.