Progenitor Mimic

Progenitor Mimic

Creature — Shapeshifter

You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield except it gains "At the beginning of your upkeep, if this creature isn't a token, put a token onto the battlefield that's a copy of this creature."
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Progenitor Mimic Discussion

wbroomhead on I'm Seeing Quadruple!

3 hours ago

I originally ran Progenitor Mimic in the 75, but when I switched to a Collected Company deck, I took it out. It's an excellent card (I'll admit) for this strategy, but I personally don't want to run it (feel free to if you make your own version of this deck!)

Entari0 on I'm Seeing Quadruple!

7 hours ago

Any particular reason you aren't using Progenitor Mimic?

DiamondFlavor on No Jerry, I'm the one who RAMPS

1 week ago

Wood Elves is a really solid ramp dude in any green deck, but I like it especially in Simic because of all the potential to bounce and flick him. Same goes for Farhaven Elf. They're probably better than Solemn Simulacrum for this deck, but I run all 3 in my Zegana deck.

Speaking of bounce, Devastation Tide and Kederekt Leviathan are really solid. They can make a really slow bounce loop with Eternal Witness if you are desperate to stall or want to reload your ETBs every turn.

Progenitor Mimic and Rite of Replication are cool; Phantasmal Image and Phyrexian Metamorph are more efficient. Body Double is also extremely good, as it reanimates out of any graveyard with no drawbacks. It's mostly a question of style, playgroup, and slots here.

I can't say I'm in love with your counterspell suite. At four total counterspells, it seems too conditional on just having one in your hand. I'd either up the count just drop it down to Mystic Snake and be sure you have ways to tutor and recur him. Venser, Shaper Savant and Draining Whelk are also decent options here.

Condescend is my personal favorite counterspell. Mana Leak, Negate, Essence Scatter/Remove Soul, Spell Pierce, Spell Rupture, Dissolve, Dissipate, Hinder, and Spell Crumple are also very solid. Some people advocate for Arcane Denial, and Dispel is kind of a meta call for counter wars or against heavy removal.

On the subject of removal, Reclamation Sage is very good. If you need more cheap creature kill, Pongify, Rapid Hybridization, Reality Shift, and Curse of the Swine are all viable. Duplicant and Phyrexian Ingester are a little expensive CMC-wise, but can be used multiple times with Deadeye Navigator or any bounce effects/clones.

Oblivion Stone, Nevinyrral's Disk, and Perilous Vault are all fine wipes. Bane of Progress is crazy good because Simic wants to run minimal artifacts and enchantments; you could easily drop a hydra for him.

This depends on your playgroup / meta, but in some games you can be locked out of winning by combat damage for one reason or another. Have you ever considered something like Sands of Delirium or Helix Pinnacle as an alt-win con? I suppose Blue Sun's Zenith is already the best mill win-con in Simic.

Last thing I can think of is Scavenging Ooze. He won't push your strategy but he'll block so many opposing strategies that he's worth including. I've seen opponents lock up because they don't want anything to hit to graveyard until Scooze is out of play.

8bitmadness on The Mimeoplasm, secretly an Eldrazi.

1 week ago

so, no Training Grounds? It has a nice little combo with the spawnsire. that can let you easily put an alternate win condition in the sideboard. I would suggest something like Helix Pinnacle. However, you can also use it for endless one in the event that it becomes less beneficial to cast mim. You can also use it for Epic Struggle by just keeping the spawn. Another possible creature to throw in here would be Progenitor Mimic. then again this is all just probably maybeboard stuff though.

Roboblade604 on Simic Draw Power/The Forbidden Four

3 weeks ago

My computer crashed after I basically wrote an essay so ill give you the gist:

The deck is really slow as is. You would need a stronger mana base(harder better faster stronger). Since money isn't an issue, you could go legacy and play a turn one win deck with Biovisionary, which I have an example of on my account. You could also add white for an infinite combo with Fathom Mage, Archangel of Thune, and Ageless Entity. Theres an alternate for the entity that is better, but its not coming to mind. White would also give you access to Path to Exile and possibly Mana Tithe.

The deck is trying to do too many things at once. The +1/+1 counters deck is a thing, and the Biovisionary deck is a thing. The Biovisionary deck would have cards to set up your next plays and get gas like Serum Visions and Dictate of Kruphix. Any cards that scry effectively would be welcome. It would have way more duplicate cards like Progenitor Mimic and Phantasmal Image. Fated Infatuation could work as well for both purposes. It could be in a control shell to last until you get the mana to win with spells like Remand, Spell Snare, Spell Pierce and Mana Leak. As long as you get cards and fast and last until end game consistently, it'll work.

I have a decent example of the +1/+1 counters deck on my account.

Vorosh's Debut Playtest

Modern Roboblade604


-Logician on A Painful Memory

3 weeks ago

UpperDeckerTaco Now we're getting somewhere. That's making some more sense. Neither Simic Sky Swallower nor Sagu Mauler are going to be able to take home the bacon because EDH is a 40-life multiplayer game, not a 1v1 20-life game. Here's the ways to win in EDH.

  • Instead of being narrow, expand your boardstate wide. An example of wide boardstate is Archangel of Thune. She represents the ability to add massive amounts of power to the board because she can can increase the power of many creatures at once and at an alarming rate. Archangel of Thune can take down a pod. A more relevant example of this in your colors is using Avenger of Zendikar. He goes very wide, and can also take down a pod.
  • Instead of presenting your opponents with an overwhelming boardstate, you could just completely answer their's. For example, if you produced infinite blue mana and then played Memnarch, you no longer have to attack your opponents. They just concede because they can no longer do anything as you gain control of all of their permanents.
  • Instead of focusing on any of the above, you could just win with a card like Helix Pinnacle or Biovisionary (can copy Biovisionary with Rite of Replication or Progenitor Mimic for some good results). In this way, you no longer have to go wide enough or lock the game down enough. Instead, you just present an alternate win condition.
  • Much like the alternate win-condition, you could just use an infinite combo. This method is somewhat bullshit because it can be hard to interact with. You have the tools to do it the most effectively. Tooth and Nail is the strongest card available in the format for this strategy.

You want a resilient board state. I see you're playing Eternal Witness. That's a strong card for that purpose. Other cards with that ability include Regrowth, All Suns' Dawn, and the new Greenwarden of Murasa. Progenitor Mimic copying Eternal Witness can take infinite turns as long as their is an extra turn spell in your hand or graveyard.

For resilience, I recommend running as many regrowth effects as possible. At the bare minimum, run both Eternal Witness and Regrowth. I play All Suns' Dawn in my five color deck, and it's absurd. In here, obviously it can only potentially get two cards, but that's not necessarily weak. The Greenwarden of Murasa is also pretty strong, and I recommend it.

Deadeye Navigator is bullshit because there's no card out there that blinks more effectively, and he's just too effective. The next best thing is probably Conjurer's Closet, which still hardly compares. The only other thing I can think of that could compete would take multiple cards, and would involve giving the blinked creature undying or persist, sacrificing it, and then also having the ability to remove the counter produced in some way. This isn't practical, however. My point about Deadeye Navigator is basically this. Your deck either plays it or it doesn't. There's a HUGE difference. You only choose not to play it out of respect for your playgroup, because he's clearly overpowered. It's up to you.

All of your cards, for a resilient deck, need to be as proactive as possible. Cards like Woodland Bellower are going to be able to get exactly what you need at a moment's notice, like Reclamation Sage, Eternal Witness, Biovisionary, Courser of Kruphix, Mwonvuli Beast Tracker, Riftsweeper, Trygon Predator, Coiling Oracle etc. I recommend strongly Woodfall Primus, and definitely Chord of Calling, perhaps also Green Sun's Zenith. Consistency is key. I recommend taking out AEtherspouts and keeping it simple with Evacuation. Believe it or not, your two weakest and least impactful creatures among your arsenal are both Simic Sky Swallower and Sagu Mauler. They're weak because they hit the board with zero impact. They do nothing. They're just beatsticks.

I see you've opted into playing Vedalken Orrery, but have chosen to not play Leyline of Anticipation. I think it's worth playing both, and you probably don't need Jace's Sanctum at all. What you might find really strong is Mana Reflection and/or Vorinclex, Voice of Hunger to double your mana. Since you're playing several cards that can allow you to flash them in, they become extremely potent. If not countered, you're in the clear to untap and cast way more spells than your opponents can compete with. Prophet of Kruphix does a similar job to this, and is currently the most powerful (or nearly the most powerful) card in your deck. You can play Birthing Pod to cheat creatures in too, and it opens the door for a blowout win-condition where you play Avenger of Zendikar, then pod him up to Craterhoof Behemoth on the next turn for a sudden burst of 100~ power.

Above all else, you need ramp. Ramp sets green ahead of everyone else. I would fix your ramp package up a bit by dropping these cards:

and perhaps a few others to make room for these land ramp spells.

Those ramp spells are better than committing a creature or an artifact to produce mana for you. For example, why commit Sylvan Caryatid to the board, when you could just cast Three Visits for Tropical Island. The Tropical Island isn't going to get swept away by Supreme Verdict and it can produce mana that same turn. Artifact ramp is okay, but cards like Fracturing Gust and other removal makes them easily dealt with, or worse, they use Dack Fayden to take your Sol Ring, or Acquire to steal your Gilded Lotus. Artifact ramp is good for decks not playing green, but I assure you that just accelerating lands into play is going to be more efficient and resilient. As well, you can cut some clunky lands in the deck for just more basic lands, since you might be fetching them more often.

With this ramp comes some sacrifices. You'll be tapped out on the early turns. This is okay, because you're going to be able to cast your bigger spells sooner, but to get you back on track, you may need to deal with your opponents' initial threats. You have Cyclonic Rift, and that's a good start. You may want one or two more effects like that to tone the game down a notch. For example, Oblivion Stone. Here's where your overarching strategy starts taking a huge effect, and the part where it becomes obvious how powerful green is. When you play cards like Oblivion Stone, Perilous Vault, and Nevinyrral's Disk, you don't need to sacrifice your artifact ramp because you played land ramp spells. Your opponent who played Sol Ring and Mana Vault early game however just lost more than half of their mana base. You've already won in some cases.

You have some draw power, but could use more. Some good long-term draw power plans include Consecrated Sphinx, Staff of Nin, Skullclamp (if you have the token generation to support it), Isochron Scepter (imprinting a card like Impulse is ridiculous, though this option is admittedly situational), Mulldrifter (because you can blink it with cards like Conjurer's Closet, or bounce it back to your hand with Temur Sabertooth), and Prime Speaker Zegana.

Quick note about Temur Sabertooth, He's insane. For what he does, he's literally the best. You will find no equal. No other card in magic the gathering can so cheaply, instantly, and constantly bounce your own creatures to your hand to then abuse their ETB effects.

It's always good to have an overarching strategy. This is a strategy that your deck is always committing to, and a strategy that your deck is intricately designed to work well with. Reanimator decks for example will have an overarching strategy of Living Death or Rise of the Dark Realms. They'll play the whole game working towards this big finisher, and even if some cards are countered along the way, the finisher is still coming, and it'll hit hard. Other overarching strategies include March of the Machines, Praetor's Counsel, and Purphoros, God of the Forge. Praetor's Counsel isn't a bad option for a deck looking to be resilient. Currently, your only overarching strategy seems to be Omniscience, which is okay, but I'd consider a backup.

A friend of mine had a simic deck whose general was Prime Speaker Zegana, and he would work the entire game trying to get Marit Lage (from Dark Depths) into play, which is easily done with a combo you may be aware of. All you need to do is get Dark Depths and Thespian's Stage into play, and make Thespian's Stage become a copy of Dark Depths. Thespian's Stage never receives any ice counters, and just makes a 20/20 flying indestructible avatar immediately. Getting the lands into play is easy. Just use cards like Reap and Sow, Sylvan Scrying, Expedition Map, and Scapeshift. Then he casts his general and draws 21 cards. Among those cards is more than enough gas to win the game.

How do you like these strategies? What's your reaction?

Power / Toughness 0/0
Cost 4GU
Converted cost 6


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Dragon's Maze Mythic Rare



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