Creature — Mutant Wizard
Evolve (Whenever a creature enters the battlefield under your control, if it has greater power or toughness than this creature, put a +1/+1 counter on this creature.)T, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
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Simic Manipulator Discussion
2 days ago
I have a few suggestions that I think would help speed this deck up and make it even deadlier than it already is.
Cards I think you could live without:
My first suggestion is to add 4 or 5 more land. 31 land is very low, especially for a four color build, and missing land drops will hinder your game plan significantly.
Second suggestion is to consider more mana ramp. Having great ramp is essential to a quick, efficient start. Starting off slow will usually get you killed.
Third suggestion is cards I like for this theme. Just a few badass toys for your deck to mess around with.
Fun card suggestions:
1 week ago
1 month ago
Decree of Pain's effect ends at end of turn (or rather during the cleanup step of the end phase) while Simulacrum returns at the beginning of the next end step (of the end phase). Therefore, Solemn will always return before Simic Manipulator returns to normal and will always evolve it.
1 month ago
In play-testing I had a question come up about a card interaction.
I have a Simic Manipulator with 2 counters on him so he is a 2/3. The deck uses Astral Slide to flicker creatures when I cycle cards. I cycle Decree of Pain and flicker Solemn Simulacrum my simic manipulator will becomes a 0/1.
At the end of turn can I have solemn enter the battlefield before the Manipulator returns to a 2/3 so I can get an evolve trigger?
1 month ago
First, as someone who loves his Ezuri deck, Sage of Hours is your best friend. Learn to love him. Really good synergy with Ezuri.
Other things I can recommend... Chasm Skulker and Hangarback Walker are nice little creatures that can be made big and - as an extra benefit - if they die with Ezuri around, you'll have a bunch of Experience counters and a lot of evasive 1/1s. Meloku the Clouded Mirror and Animation Module are nice, repeatable sources of more 1/1s.
Momir Vig, Simic Visionary is powerful (If you cast a UG creature, tutor for another. Nice easy way to swarm things). Simic Manipulator is an utter jerk move - I see your Avacyn, Angel of Hope and I want it now! - but is kind of best with Haste admittedly. Rashmi, Eternities Crafter is a nice extra bit of draw, potentially being free cards (but I like the Cascade mechanic, so this may be personal bias). Mystic Snake is also a fantastic card.
Outside of creatures, Panharmonicon is amazing, getting you two Experience counters instead of one. Bow of Nylea is amazingly versatile and may make your opponents reluctant to block at times. Nissa, Voice of Zendikar is a great source of 0/1s and counters, as well as just potentially giving you a bunch of cards and life if she's around long enough. Cyclonic Rift is an amazing card in general, Rite of Replication can be brutal if you have the right target (Avenger of Zendikar, anyone?). Conjurer's Closet and Blade of Selves can easily do the same.
Other than that... For your mana base I recommend getting a Simic Growth Chamber, Mosswort Bridge, Reliquary Tower and Thought Vessel, as well as the Simic fetch land since you have your shock land. I can also recommend Leyline of Anticipation, Alchemist's Refuge and Seedborn Muse are great, Leyline of Lifeforce and Asceticism for protection, Wild Pair has a range of targets available for you in this kind of deck no matter the creature. Oh, and Proliferate effects like Inexorable Tide or Contagion Engine are great. Then if you want to surprise people with a small army at the end (such as with Avenger of Zendikar), Concordant Crossroads is a very weird card in terms of colours, but a very good one to finish things off with a bang.
Also, if you have a lot of money, Akroma's Memorial and and Doubling Season are amazing cards and highly recommended. I think a couple of the cards I mentioned earlier are a little pricey as well, but I honestly can't remember exactly.
A lot of these suggestions come from my own deck and things that I want for it. If you want more control of the game, I'm really not the best person to ask (and Ezuri isn't a great Commander for control anyway...) but I can give you some some decent pointers otherwise.
My last thing to note is that your mana base is pretty off, and you may want a little more ramp in there, or just two or three more lands. You definitely don't need that many Islands, only a third of your mana symbols are Blue but you've got more Blue sources than Green. I'd say cut four or so sources of Blue for Green.
That's all that comes to mind right now. Thanks for helping me come up with some ideas for my own deck too!
1 month ago
Ramp (2cmc or less is important to be able to get out Ezuri ASAP)
Cryptolith Rite doesnt fit in the previous description but still a great card if paired with a nice card draw
Cultivator of Blades replace Wild Beastmaster (gives 2 extra Ezuri triggers for 2 more mana, I dont know how you feel about that tradeoff)
Blighted Agent nasty little bugger with infect and unblockable
Forgotten Ancient works really well to get a lot of counters, especially since a lot of the cards in this deck will be fairly low cmc, letting you push out quite a lot of spells and trigger him a lot; also good because if you play a creature that needs counters ASAP, you can dump a bunch onto it from this card
Den Protector slightly lesser version of Champion of Lamboldht (which you have) since it only makes itself unblockable to lesser creatures, but it gives you a bit of graveyard recursion if you choose to morph it
Panharmonicon give Ezuri double triggers, as well as anything with fun ETB effects
Bramblewood Paragon give all your creatures with +1/+1 counters trample
Triumph of the Hordes gives all your creatures, +1/+1, trample, and infect (nuff said)
Awakening Zone gives you a free Ezuri trigger every turn, plus some mana if you sac the tokens
From Beyond same as Awakening Zone (these 2 cards are really great cuz they keep giving you more mana, tokens, and Ezuri triggers. These are both really good if youre playing against someone who has a high powered threat on the board, as they provide you with a fresh chump blocker every turn)
Patagia Viper flying snake that triggers Ezuri 3 times (good card, used it to win against a guy with no flying creatures to block with)
Cobra Trap havent had much use for it since my non-creatures arent usually getting destroyed and when they do I never have it in my hand, but it could work well to give you some counters possibly for cheap
Dealing with stuff
Altered Ego if someone puts out a threat, if its not specific to their deck, you now have that threat as well, but a little bit powerful if you have enough mana. (used this today to copy a 7/7 and add 7 +1/+1 counters on it, then used Rite of Replication on it and kicked it so I had 5 14/14 creatures
Rite of Replication similar to Altered Ego, but instead of paying to get some extra counters, you can pay to get 4 extra copies (pretty damn dank, my friend used this once when my friend played Dark Depths to bring out his Marit Lage token. He didnt have enough mana to kick it, but he no longer had to worry about being massacred by the other guys Marit Lage. I on the other hand did not have a Marit Lage and was destroyed immediately.
Simic Manipulator if someone puts out a threat, you can take it (havent had a chance to use this yet, but seems like it would be very helpful in dealing with an opponent whose deck relies on their commander, since you can get rid of it and they wont be able to cast it again because now you have it)
Curse of the Swine good boardwipe for if the enemy is getting a scary boardstate
Cyclonic Rift indisputably one of the best blue boardwipes out there
Ixidron basically does what curse of the swine does but cheaper to cast, the actual creatures dont die, and it gives you a nice pumped up creature (I usually play this card as a salty response to someone using targeted removal on Ezuri or going full boardwipe. If it was targeted removal, I play this card as soon as I can especially if the opponents commander is out. Like Simic Manipulator, this card is great against decks reliant on the commander since the cards being flipped over dont actually die so they remain on the battlefield but just flipped over and the only way for them to get their commander back is to get whichever 2/2 flipped over card their commander is to somehow die. If it was a boardwipe, I wait a turn or 2 until they get their commander back out, then I strike. This card also works well against anyone who is getting a scary boardstate
1 month ago
Hey man, pretty great stuff, looks like you have a pretty solid deck there. A few suggestions I have for creatures you could put in would be Blighted Agent, Forgotten Ancient, Vorel of the Hull Clade, Viral Drake, Den Protector. I don't know how you feel about using infect, but judging from your use of Triumph of the Hordes I assume you're at least somewhat of a fan. Viral Drake and Blighted Agent are great because along with infect they also have some evasion built in to make sure their hits connect. Vorel and Forgotten Ancient are good for generating counters, and cards like forgotten ancient that let you shift around your counters can make things interesting. I saw you included Champ of Lambholdt, and Den Protector is kind of a lesser version because the effect only applies to her, but she does give you a bit of graveyard recursion if you morph her.
I also saw that you were looking at Curse of the Swine. This card is pretty great for dealing with a nasty boardstate, but another route you could go is Ixidron. This card is great because it not only wipes their board but can also lock up an opponents commander if it happens to be on the board since it gets turned face down rather than being destroyed. This can be especially useful if they're relying on their commander, such as Narset, Enlightened Master and Yahenni, Undying Partisan. Just make sure Ezuri isn't out though because then you're screwed too. Another bit of removal that synergizes with the deck well is Simic Manipulator. Like Ixidron, it'll get rid of some pesky creature without letting the opponent have the chance to regain control of it.
A few side cards I think work well with the deck are Panharmonicon (get double the triggers from Ezuri), Rampant Growth (2cmc ramp to get Ezuri out by turn 3, Llanowar Elves is also a great low cmc ramp card that will get Ezuri out a turn earlier. Any ramp cards 2 cmc and lower like the 1 drop mana elves and Birds of Paradise, Devoted Druid, Boreal Druid, Exploration, Priest of Titania, Moss Diamond, Joraga Treespeaker, Sylvan Caryatid and Beastcaller Savant are the most ideal. The best combo to get though by far is drawing a Forrest, an Island, and Sol Ring in your starting hand and being able to get Ezuri out on turn 2), Cryptolith Rite (if you get this out you can basically play anything you draw), Lightning Greaves (some nice protection for Ezuri), Altered Ego (this card can have some good uses, like just today I used it to copy an opponent's 7/7 and put 7 +1/+1 counters on it, then used Rite of Replication on my new 14/14 and kicked it so I had 5 14/14 creatures. It can be good if an opponent lays down a nasty threat and you need something that can go toe-to-toe with it. Rite of Replication is great for this too, but altered ego has the added benefit of not being able to be countered.), and From Beyond/Awakening Zone (not as good a token generator as Mycoloth (which you have) but still a good one especially if you need a chump blocker each turn or a little extra mana)