Posted on Dec. 5, 2017, 7:45 p.m. by Bkotz
How effective would a Deck based around the Evolve Ability be? Idk how many cards there are that have this but think if every time you play a creature it boosts the others? Sounds like a good idea to me, but im still an amateur. What do you think?
The deck idea is ok. I have a deck that was based around it when the pieces were in standard. The question is how competitive are you attempting to be? If you want to be super competitive then it probably won't work very well as a lot of stuff in modern is entirely too fast. If you are more kitchen table then I am sure it will be just fine. Let us know which is the case and we can go from there.
December 5, 2017 7:52 p.m.
So it really depends on the shell you have in mind, how competitive your meta is, etc. in general, I personally am more of a fan of graft, if only because of its interaction with Hangarback Walker. If you were to build a evolve deck, I would make something similar to a Collected Company deck
December 5, 2017 7:54 p.m.
I tried making a modern deck around the graft mechanic. Haven't actually made it or tested it yet, but in my imagination it sounds like fun.
The issue I see with Evolve, is that you need creatures to constantly enter and leave the battlefield to trigger the ability. Maybe something with the build in blink like Norin the Wary or Saltskitter could consistently pump up your Evolve dudes every turn, at least to a point. Or, if you can keep blinking Fungal Behemoth, because he's guaranteed to evolve all your dudes every time.
Anyway...I'm just brainstorming. There might be a deck idea around here somewhere.
December 5, 2017 10:29 p.m.
Evolve is not a new archetype in modern. Here's 2 links to players, who reach very different conclusions about this deck.
I think it can be a decent kinda-budget'ish deck, but only if it's kept on a very aggro strategy. And that is harder than it seems to stick by - there are SO MANY nice little synergies, that only delays you a teeeeeeny tiny bit, and gives a huge payout, and... But these synergies rely on the bigger and more manaexpensive evolve-creatures, and that means more lands, less small creatures, and less support for early aggro.
Also, it probably doesn't work if you go too cheap on the lands. You need a lot of untapped dual right from the start of the game. Losing one mana turn 1, and turn 2 to lands that come into play tapped, is the same as just handing your opponent the game - you were supposed to do powerful aggro-things in the early turns, not wait for mana.
December 6, 2017 3:07 a.m.
Same as I suggested,Xica, or has Gitaxian Probe been unbanned? Anyway, in that version, there are 2 Boon Satyr, and I think they could be replaced with either Greenbelt Rampager or with Nimble Obstructionist.
December 10, 2017 1:56 p.m.
Sorry for skipping over your post, seeing God-Pharaoh's Gift recommended for evolve decks, just put me in a state of mind where i thought that the discussion lost all conection to the reality of modern.
I agree that Greenbelt Rampager is should be an inclusion.
But in my opinion Heroic Intervention/Shapers' Sanctuary are better than Blossoming Defense
In the end not much of this matters, as the deck must have some way of dealing with the big beasts of modern, big Death's Shadow, Reality Smasher, Champion of the Parish, Tarmogoyf can all lead to game loss.
A single playset of evasive creatures is just not enough - it either desperately needs removal, or more evasive creatures.
December 10, 2017 4:07 p.m.
Pongify and Rapid Hybridization doubles as removal - perhaps you wouldn't want to remove a Noble Hierarch with them, but a big chubby Tarmogoyf, that would be ok. Vapor Snag is fine against Champion of the Parish. So, actually this deck does have answers against some of the more popular threats.