As we go through the guild mechanics introduced in Gatecrash, we tend to explore the potential of each specific mechanic. The one I will discuss today, similar to that of the current weekly theme of the mothership, is the Simic’s Evolve ability.
Evolve triggers when a creature with power or toughness greater than that of the creature with Evolve enters play, you put a +1/+1 counter on the creature. Simic has given a lot of card components waiting to be used & abused for card interactions.
Here is the list I’ve came up with.
Simic Evolve Aggro by Mark Ian Alloso
Standard
Lands
4 Breeding Pool
4 Hinterland Harbor
2 Simic Guildgate
10 Forest
2 Island
Creatures
4 Predator Ooze
4 Experiment One
4 Strangleroot Geist
4 Arbor Elf
4 Zameck Guildmage
2 Ulvenwald Tracker
2 Master Biomancer
2 Wolfir Silverheart
2 Gyre Sage
Spells
4 Rancor
2 Spell Rupture
2 Simic Charm
2 Rapid Hybridization
The card core concept is somewhat similar to that of Golgari aggro, which includes Predator Ooze, Strangleroot Geist, Rancor & Ulvenwald Tracker. Ooze acts like a pseudo evolve creature and also curves out the aggressive start.
Zameck Guildmage provides multi-purpose in the deck, mainly with late game gas from Evolve counters. Master Biomancer also provides pump for late creature draws and also works well with Wolfir Silverheart.
A few spells are added for a few combat tricks & counter magic, and with Rancor of course.
I am not pretty what the sideboard would like look just yet. It might be just straight response to specific archetypes or I might add a few deck-shifting strategies. We’ll see.
Until next post.