Urban Evolution


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Duel Decks: Elspeth vs Kiora (DDO) Uncommon
Gatecrash (GTC) Uncommon

Combos Browse all

Urban Evolution


Draw three cards. You may play an additional land this turn.

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Urban Evolution Discussion

PrehistoricMan on Vorel of the Simic

4 days ago

first of all, no need to apologise for critisism, as this is YOUR deck, and i'm trying to both help you, improve my own deckbuilding and have a good conversation about way too expensive cardboard :). you can leave formalities behind and so will i, unless that discomforts you of course.

i like your view on cards, as it differs with mine. this is probably because of the difference in playgroups, e.g. the issue of big things getting countered. (this rarely happens in my group, mainly cause i am the blue player playing very little counterspells. destroying things is the way to go)

i have two different points i want to bring out there, first point is about your reaction on my post, the second one is going to be about your "craving" for piloting a versitile deck rather than winning with a sequenced set number of cards.

so Woodland Bellower seems pretty good in the deck, however it cannot tutor Trinket Mage for it is not a non-legendary green creature. nevertheless it does tutor the Reclamation Sage, Eternal Witness etc.

Clever Impersonator: i get the idea of why this card is in the deck. even though versatility is key, this card is not going to help you close out the game when you are on the winning hand (assuming being on the winning hand is having a far better board state). mirage mirror would be my go-to replacement for this card as it is more versitile. apart from biomancer and fathom mage there's not much to copy in your own deck, but that was never the point of Clever Impersonator.

Oran-Rief Hydra: if this is a spotholder for a huge creature that grows if left unchecked i would still stress that it would be replaced. this time around i found Heroes' Bane to be the better option. although it is not a big change, this would optimize mana-cost and add yet another way to spend mana.

never judge a book by its cover, i completely missed Zameck Guildmage his second ability.

Tuskguard Captain: if flying is what you prefer, what about instead paying 6 mana to give your creatures with counters flying Sapphire Drake, you pay 6 mana to give ALL your creatures flying and have all your opponents' creatures lose that ability: Archetype of Imagination

is it right for me to say that having a lot of counters on one creature is more important than having lots of creatures with counters on them? if it is, then thrumming bird isnt really doing much. the inability of this deck (which isnt a bad thing per se) to easily place counters on creatures that haven't got any is what made me question Master Biomancer in the first place, after reading it today i realised it didnt need any counters to work. nevertheless in these 100 cards there are 5 cards that can give creatures counters: Plaxcaster Frogling, Master Biomancer, Zameck Guildmage, Bow of Nylea and Retreat to Kazandu. all of this gives me the feeling a proliferate trigger wont do much, same goes for hardened scales, as 1 more counter on a 13/13 hydra wouldnt make that much difference anymore. conclusion: consider taking out thrummingbird, hardened scales and retreat to kazandu.

to replace these cards you will need ramp, for your deck uses a lot of mana. i cant stress enough how important land based ramp is for your deck, as it is using a wild variety of hard-to-cast cards like Prime Speaker Zegana, Plasm Capture and Alchemist's Refuge, but i respect the issue at hand. i have come up with a small list of ramp that might counter the issue i know all too well: the pain of drawing cultivate in the most important part of the game.

Explore, Urban Evolution, Commander's Sphere, Mind Stone, Hedron Archive

these cards all replace themselves if you draw them lategame. some draw you even more. an honarable mention could be Abundance

i'm thinking about versitality and i am actually wondering what that means for you as a player. is it adding cards like Orochi Hatchery ?

finally i'd like to know what you think of Gyre Sage Everflowing Chalice Astral Cornucopia Crystalline Crawler

Spud9000 on Swiper I am swiping

2 weeks ago

If you are looking to ramp as fast as possible, there is no better option than Arbor Elf+Utopia Sprawl. Just my two cents, tho.

I don't really understand the addition of the green pump spells. I get that you want something against flyers, but why not go for spells protecting your Finishers? Blossoming Defense and the like. If you still want reach, take a look at Spider Umbra it gives protection as well. Or just go for the classic Fog to delay until you can steal the Flyer.

With only 4 Finishers in the Deck you might want to find ways to cast them through Counters, maybee Cavern of Souls on Wizard, or just counters to counter counters

Urban Evolution looks kinda expensive, but I guess you need the draw to find your finishers. Telling Time and Think Twice can be faster. If your looking for the extra land drop, why not use Explore.

Overgrowth and Fertile Ground are other options for Market Festival.

I really like the idea of the deck, let me know how it runs.

Easybr0wnies343 on (Fear) The Reaper (Budget EDH)

1 month ago

Looks good, but since you're returning lands to your hand why not play Urban Evolution?

Naganov on Merfolk amphibians with counters

1 month ago

Ik denk dat je sowieso naar meer creatures (merfolk) moet gaan. 19 creatures is echt te weinig voor een tribal deck. 30-35 creatures is een beetje de richting die je op zou moeten gaan.

Tips (Ook wat slechtere tips maar om het een beetje budget te houden):Voor untap: Intellectual Offering, Breaking Wave, Retreat to Coralhelm, Quest for Renewal, Merrow Commerce, Dramatic Reversal, Curse of Bounty, Benefactor's Draught (Kan ook tussen opponent's combat!)

Voor creatures:Deepchannel Mentor, Merrow Harbinger, Riverwise Augur, Seafloor Oracle, Surgespanner, Tempest Caller, Tidal Courier, Fallowsage, Drowner of Secrets, Jungleborn Pioneer, Merfolk Sovereign (Lord), Merrow Reejerey (Lord), Stonybrook Banneret, Lord of Atlantis(Lord), Master of the Pearl Trident (Lord), Merfolk Mistbinder (Lord), Coralhelm Commander (lord)

Qua versnelling, ik zag je van de week al Urban Evolution spelen, met alle exploration is dat prima acceleration in dit deck.

dan kan je ook gaan denken aan Explore, Enter the Unknown, Path of Discovery, Summer Bloom, Rites of Flourishing. ik weet niet of je Kiora, the Crashing Wave had maar dat is ook wel een goede voor in dit deck. Hou er wel rekening mee dat het dan een goed idee is om 38 a 40 land te gaan spelen voor een hogere pakkans. Landjes met cycling zorgen er dan weer voor dat je niet te veel land op hand houdt.


cdkime on

2 months ago


At the risk of offense, this deck simply does not work. I playtested it a half dozen times in an effort to focus my advice (evidently I failed in my quest to find brevity, and have written a rather tedious and lengthy tirade--apologies). Ultimately, the focus of the below is that your deck is too slow--in my multitude of playtests, I was able to cast Reaper King once, and it was promptly hit with removal. Each other game resulted in a victory for the opposing deck before this deck had finished ramping.

Below, you will find my comments. In sum, if you do not care to read these ramblings, your focus needs to be (1) fixing the mana base, (2) removing a bunch of higher costed creatures, and (3) improving your early game interaction.

  • As stated by other players, your mana base is simply unworkable. Lands that enter tapped should only be used in budget Commander. The rainbow lands suggested by Grubbernaut would certainty help substantially. Obviously fetches and shock lands would be ideal, but we will put those aside for budgetary reasons.

  • Amulet of Vigor is an incredibly unreliable card, and difficult to properly slot in a deck. Currently, you have a 22.30% chance of drawing it by the second turn (when you would first be able to play it). This is fairly terrible odds for a card your deck cannot effectively function without. However, once you have one Amulet of Vigor in play, any additional ones you draw are dead draws, not furthering your end goals. Fixing your lands would allow you to avoid the "damned if you do, damned if you don't" situation resultant from choosing how many Amulets you wish to run.

  • Even with mana rocks, you run far, far too few lands. Your mana rocks are slow, requiring three mana before you can cast them. The earliest you can cast a mana rock is on turn 3, and, even then, this requires you to have drawn and played an Amulet of Vigor on turn 2. 77.7% of the time, the earliest you can play a mana rock will be turn 4. A playset of Birds of Paradise would certainty help things along.

  • Your curve is far too high. Even if we consider your Bringers as costing 5 mana, you simply have too many cards at the top of your curve. You have no way to cheat out bigger creatures, other than ramp, and, as discussed above, your ramp is far too ineffecient, unpredictable, and slow.

  • While you mention the potential for big plays, you have not thought through how rare they might be. Your chances of your stated dream-situation (Nicol Bolas, Reaper King, and a bunch of changlings to cast), with enough ramp to get everything field are astronomically low.

  • You desperately need more interaction in the early game. Path to Exile and other low-costed removal will help you survive long enough to play your bigger creatures.

  • You laud your card draw, but it's actually quite useless. It is much more important to have low-costed, easy-to-cast card draw that can be used in the early game than it is to have large, flash cards like Urban Evolution. Opt, and other low costed scry/draw cards will allow you to find what you need early in the game, when it is actually useful to you.

  • Copying something into Skeletal Changeling is not "easy regeneration." It is 5 mana to regenerate your creature, and you already are incredibly short on mana resources.

I hope this diatribe proves helpful and provides useful advice for restructuring your deck.

Snake on Zegana Counters

2 months ago

Criaturas que sacaria:- Fyndhorn Elves Llanowar Elves Elvish Visionary , Elvish Mystic monos que dan mana? mejor pon el trio de muros que se ayudan: Overgrown Battlement Vine Trellis Sylvan CaryatidDe cualquier manera es mejor poner mana rocks creo yo.

Ezuri, Claw of Progress: y pa que este mono aca, si no es pa ser el comandante es re poco lo que ayuda.


enchants:le sacaria:Mind Over Matter .- esta carta es buenisima..pero aqui no pega con niuna puta wea.Ni recuperas cartas, ni giras permanentes a excepcion de tierras.nah.




no olvidar: Sol Ring, Cultivate, Sylvan Scrying, Whelming Wave ,Curse of the Swine

eso..son ideas.

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