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Evolution of the Simic

by SixTwoSix

aggro
Format: Legacy
Latest Set: Dragon's Maze
Last Modified On: 5/4/2013
Market Median Low
$104.48 $110.05 $75.34
Market Median Low

COLORED MANA SYMBOLS

CARDS BY TYPE

MANA CURVE

Average CMC: 0.72

DESCRIPTION

this is just me working on a simic deck. the number of each card i have needs to be tweaked, and some need to be cut to get it down to 60. im going to post my justification for having each card, both for others to critique and so i can have it for my own reference. changes definitely need to be made to this, so any suggestions are welcome. gotta love that the formatting doesnt let me separate various lines. this thing is pretty much unreadable, sorry guys. also no caps. bioshift - allows cheap and quick shifting of counters to prevent direct damage from killing creatures, or to move counters off of a doomed creature. also enables undying creatures to keep on being undying. cloudfin raptor - cheap, 1-drop which easily grows larger and which has evasion. elusive krasis - strong blocker against fast decks and evasive. grows easily. experiment kraj - no actual reason for inclusion beyond the small chance of him doing something hilarious. fathom mage - easy source of card drawing to maintain momentum. giant adephage - i have one. in addittion, he can come into play, get counters from master biomancer, trigger the master biomancer to evolve and then his copies will do the same, each getting progressively scarier in addition to there growing numbers. silly, never going to work, but funny. give take - source of card drawing or more counters. helps undying guys stay around. krasis incubation - allows you to take a creature out of commission and move it when a bigger threat arrives, or it can be used to pump up my own guys. master biomancer - powers up any creatures coming into play, causing them to cause other creatures to evolve. stacks with itself to become ludicrous. miming slime - easy way to trigger evolution and get a nice sized guy. momir vig, simic visionary - allows me to find any creature i need, provided i have a blue a green creature to activate him with. mutants prey - essentially, a cheap removal or finishing spell. ooze flux - source of more creatures of variable size, and maintains undying creatures. plasm capture - counter a threat and drain its mana. prime speaker zegana - source of huge drawing potential. progenitor mimic - kills any legendary guy, no matter how untargetable or evasive he might be. also allows me to get my own of any threat my opponent has, or two simply creature copies of guys like my master biomancer. rapid hybridization - direct kill spell or a way to make one of my guys a tad bit bigger. renegade krasis - generates even more counters, and has respectable base stats for a 3-drop. simic charm - lets me buff one of my guys to survive something or get the kill, protect all of my guys or force an unfortunate targeting mishap for my opponent or bounce a threat. versatile as hell. strangleroot geist - quick attacker, who can evolve the raptor, die and then evolve it again. generates counters for consumption by some spells and is hard to kill. vorapede - same role as the geist, but bigger and scarier. also cooler. vorel of the hull clade - because i need more counters.

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