Evolution Sage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Uncommon

Combos Browse all

Evolution Sage

Creature — Elf Druid

Whenever a land enters the battlefield under your control, proliferate.

Evolution Sage Discussion

TheBloopKing on Kethis and his (super)friends

14 hours ago

remove Vraska, Swarm's Eminence . This card does nothing for your game. It only puts counters on the tokens it creates and you need to proliferate for you to use it a 3rd time.

Teyo, the Shieldmage is better off as a The Wanderer . In my superfriends, Teyo always stayed in my hand, and its 0/3 walls only chumped and did nothing against trample creatures. The Wanderer atleast makes damage spells redundant, and offers removal.

Kaya, Bane of the Dead is a answer to hexproof and indestructibles.

Grateful Apparition is terrible against any flyer. It is going to be removed, and often is a wasted 2 mana. Its only ever good if you get it off at turn 2, and in commander, thats not exactly likely.

Primevals' Glorious Rebirth and Seasons Past

Deploy the Gatewatch is better off a Harmonize . I've done the math and it more consistently whiffs than hits 2. Call the Gatewatch and Time of Need atleast fetch for the specific walker you need.

Bolas's Citadel is a must play in this deck. Sure you lose life, but it gives you a extra slot to your hand that you can cast for free. This card puts you so far ahead, the life lost is just a mere flaw

Evolution Sage needs to be in the deck if you are running superfriends

and finally. You NEED spot removal. Absolutely need it if you are going to win games in a superfriends shell. You need to be able to answer the creatures that possess a threat to your walkers.

Murphy77 on White Flying Proliferate with splash green

2 days ago

I see what you are aiming for, but would really want Pledge of Unity and Evolution Sage in a deck like this. Pelt Collector and Stony Strength also fit in well. You want to be adding +1/+1 counters from turn 2 or 3, so that when you start to proliferate, you grow the power of your creatures a quickly as possible. I don't know if you can do that with only white fliers.

JuQ on Deathtouch Tribal

2 days ago

Archetype of Finality feels redundant when most of your deck are small creatures with death touch.
Overrun -like effects would definitely be killer with so many deathtouchers (you only need to asign 1 dmage to defender and trample the rest).

Several creatures check for +1/+1 counter but you don´t have any way to easily spread them on your creatures (mainly vraska, but the have to deal damage first). Durable Handicraft , Song of Freyalise , Nissa, Voice of Zendikar , Forgotten Ancient , Loyal Guardian , Mazirek, Kraul Death Priest (to name a few so you can choose from).
Now that you have a consistent way to spread the counters, proliferating would be the next natural step, specially so you can get some more uses out of Vraska: Evolution Sage is amazing card for your periodic proliferation.

I would abandon the death trigger theme to make space in the deck for cards, that would require a whole different deck to workout.

babushkasara on LANDS ABLAZE

5 days ago

I don't love Gyrus in here. He just doesn't work with the rest of the theme. Same with Disentomb and Stitch Together. Actually, have you considered cutting black all together? Using Wrenn and Six would let you focus more on land shenanigans at a much lower costed Oathbreaker. I would cut Fling, replace Lightning Strike with Lightning Bolt , and toss in a Return to Nature . Zendikar's Roil is good landfall as is Evolution Sage like suggested above. I also would consider Ayula's Influence as it's a free way to get lands to the graveyard which you can immediately bring back. Finally, I recommend removing Forge of Heroes for a basic land. Getting your colors is really important and the second ability of the land isn't all that helpful here.

bushido_man96 on Opps Ghave her Spores

6 days ago

Probably should try to main deck Evolution Sage . So good.

Joe_Ken_ on Superfriends Staples??

6 days ago

Some of the new proliferate stuff from War of the spark would be good like Flux Channeler , Evolution Sage , Contentious Plan and Karn's Bastion .

Yawgmoth, Thran Physician could be a good card since Muldrotha will get you stuff back from your graveyard.

Lastly Inexorable Tide , Thrummingbird and , Tezzeret's Gambit are also good additions.

kamarupa on GW Proliferate

1 week ago

Harvest Season + Evolution Sage can be insane, and potentially more powerful than Hardened Scales .

4-8 is the typical number of removal spells decks run. Path to Exile is the card of choice. I've never invested the $$ in it personally.

In terms of lands, you want to look at a few things: 1) what color, if any is most common in the mana cost of your 1 and 2 CMC spells. 2) what color(s) dominate your color wheel 3) how much money do you want to spend. In many cases, 6 dual lands is enough. If you go with Sunpetal Grove , you'd want to keep pretty many basic lands for it to be worth it. I forgot to mention Razorverge Thicket - that's a fantastic land, too. Canopy Vista is nice if you have spells that specify "forest," but otherwise there are better options. I've been experimenting with combining bounce lands with scry lands lately (for budget grins) IE - Selesnya Sanctuary + Temple of Plenty - it's not particularly good, but with Voyaging Satyr it's not bad. The point is that for the deck it's in, Selesnya Sanctuary 's bounce is actually helpful ( Quicksilver Fountain / Eternity Vessel ) - so it's a good land for that deck. You should think of your land-base not only as a source of mana, but as a versatile mechanic entwined with the rhythm of the deck. If you're going up against opponents bringing stuff back from their graveyard, Scavenger Grounds could be added to the mainboard, but 4x Scavenging Ooze in the sideboard is way better. (in reference to your exile vs destroy comment). I can't believe I forgot this one, but Gavony Township is a no-brainer here if you can afford it. (1x)

I think it's better to put down a creature on T1 than it is to play Hardened Scales. My white +1/+1 counter deck Cocaine plays much faster than any mono-green or selesnya build I've tried, and I've tried quite a few: Engorged Weenies, Sage of counters, Nuclear Proliferation, Elvish Dividends, Counter-Elves, Simestrogen, Spinach, Obese Americans - as you can see, I've included varying number of Hardened Scales in each of these (and I've tested them unevenly) - but the reason I haven't tested more is because the mono-white Cocaine build sets the bar pretty high. It's the fastest, most resilient, and consistent so far. I keep trying to make a green or selesnya deck that matches it, but so far, it's been underwhelming. One of the reasons being that green doesn't have the quality 1CMC creatures white has. A 3/3 creature on T2 isn't as good as a 2/3 and a 2/2 with first strike and vigilance on T2. That is, missing a creature drop on T1 is a pretty serious sacrifice. Modern is a pretty fast format. It's not difficult to build a deck that combos off on T3. I build a lot decks here to explore possibilities. One of the strange conclusions I've come to is that Hardened Scales is too slow. (I realize this is counter-intuitive, to say the least and that there are probably a lot of people that would want to fight me about it.) Long story short, I'd encourage you to search very hard for as many 1CMC counter creatures and to include at least 4, if not 6-8.

Also, add Metallic Mimic to the list of benefits to tribal +1/+1 counters, though I think this spell is also over-valued - it's really not very good by T4. It's both slow and timing-sensitive.

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