Simic Initiate

Simic Initiate

Creature — Human Mutant

Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)

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Simic Initiate Discussion

zapyourtumor on Oozing with Potential (?)

2 months ago

Necrotic Ooze doesn't fit here as you barely have any activated abilities on your creatures, and no real way to get them into your graveyard either.

You're never going to get delirium for Inexorable Blob with no fetchlands, 3 artifacts, 3 enchantments, and zero sorceries.

Simic Initiate is just a bad one drop, and not even an ooze. If you don't mind running non-ooze 1-drops, then run Pelt Collector . Probably better off running none because 4x Experiment One + 3x Hardened Scales + 3x Ozolith is enough in my opinion, could be useful if you want to lower your curve.

Predator Ooze and Scavenging Ooze are like the only actually good and cheap oozes, and they synergize with the counter theme. I see no reason to run less than a playset.

Acidic Slime is another good ooze.

Corpsejack Menace feels too slow for me, if you really want more hardened scales effects run Winding Constrictor .

Fatal Push way better than Putrefy .

Agree with Corrosive Ooze for hammertime but that's only if you actually decide to make a sideboard -- I don't think this is needed since this is clearly a casual deck.

I assume you didn't add expensive lands due to budget constraints. Some cheaper lands are MDFC lands Darkbore Pathway  Flip, check lands Woodland Cemetery , scry lands Temple of Malady , pain lands Llanowar Wastes .

mobizque on $75 1-Up Green

3 months ago

Gotta say, zapyourtumor, don't overlook Simic Initiate . Over the course of a few turns he cranks out value when his grafted counters multiply due to Hardened Scales . Things get out of hand quickly if you have a couple initiates and one hardened scales in your opening hand.

Pelt Collector is a legit one drop though.

zapyourtumor on $75 1-Up Green

3 months ago

I strongly recommend Experiment One / Pelt Collector over Servant of the Scale / Simic Initiate for the deck's 1-drop slot.

lagotripha on Primal Permutations

1 year ago

Mutate is a really interesting mechanic that I expect to find a place in modern, even if it never reaches tier 1. Modern already has some wild 1 drops, and attaching, say Parcelbeast to a Steppe Lynx can start looking cool- its just a question of the right combination being found to power the deck.

I'd focus on low cost mutate cards, 1 drops to mutate them on that either protect a powerful mutate effect or multiply it, and mana dorks as backup mutate targets.

Auspicious Starrix will likely win you the game if your opponent cannot remove it. Gemrazer to back that up will offer a lot of blowout potential. Most of the lower tier mutate creatures could work with the right synergy picks in the rest of the list.

In terms of 1 drops to examine, Glistener Elf and Slippery Bogle for efficient voltron, as well as less conventional voltron like Spikeshot Elder or Vector Asp, Young Wolf returns all its creatures seperated to the battlefield with +1+1 counters, Blistercoil Weird and legendary spell recursion point to a jeskai spellslinger, Signal Pest+ a white go wide list, Arcbound Worker/Servant of the Scale/Simic Initiate/Hardened Scales and +1+1 counters could get pretty out of hand.

Hedron Crab land drop mill is a cute option, Permeating Mass will make people call for the judge, but isn't actually any good. Some +1+1 counter synergies will likely let you abuse some mechanics like Devoted Druid's untap, if you can find the combination.

Keyword piles like Banehound Healer's Hawk, abilities like Figure of Destiny or 'conditional' P/T boosts like Scute Mob could make for a decent beatstick if you can spend two cards on it - Gnarlwood Dryad, Toolcraft Exemplar Wild Nacatl, Loam Lion could all find places in some lists,as they are already efficient and pushing them out of kill range for lightning bolt/anger of the gods may be relevant.

Mortician Beetle with the bat strapped to it is a great casual clock.

None of these are crazy effecient, but building a list of sixty cards that all sorta work together is the heart of brews like this.

All told though, its a bit of a mess where the best bet is to pick two colours with 2/3 mana mutates, and throw them on creatures which protect them while hunting for stirix. Trying to stretch into more colours will pressure a budget manabase very hard. Keeping to mostly green with basic searching to fix for a second colour will ease that process a lot- especially with dorks like Avacyn's Pilgrim or Elves of Deep Shadow.

lagotripha on OP Dragon! (Turn 5: 120+ Damage, For Under 65$)

2 years ago

I'd look at skewing things towards more creatures- mainboarding servants, cutting the number of Increasing Savagery / Bioshift / Forced Adaptationfor cards like

Deeproot Champion Merfolk Branchwalker Feral Hydra Grim Initiate Mistcutter Hydra Pollenbright Druid Quirion Dryad Runaway Steam-Kin Scrounging Bandar Stromkirk Noble Simic Initiate Vastwood Hydra Young Wolf

Keeping your creature count high massively increases the reliability of lists like this without breakning the bank. I'd also look at Temple of Abandon , Magma Jet , Cream of the Crop and Thunderous Wrath - the red and green miracles are really good with a little support, especially maindeck noxious.

RoarMaster on

2 years ago

I think as an aggro deck you want, no, NEED to play creatures to win. Champion of Lambholt doesnt need you to warp that focus in order to work, and in fact rewards you for doing so. Champion also comes with a field buffing effect, rather than a vanilla body that very slowley grows. As you have more creatures than others, Champion will also be a more reliable trigger for you, and judging by card costs, will be cheaper to trigger as well. I think Deeproot would be a much better fit in maybe a G/W or G/B build where you are running a bunch or removal spells naturally.

As far as other critters and stuff goes, I think Scute Mob kinda sucks here. With 21 land, you probably wont be hitting 5 lands until, like, turn 7-9? And you should probably have won, or are dead at that point, meaning Scute lived out his whole life on your field as a weezy 1/1 almost every game. An alternative might be Simic Initiate who works great with Avatar.

Bond beetle is... alright. Its a card Id like to use, but it never makes the cut. I personally use Narnam Renegade in its place. In a vacuum it has the same body as the beetle, but also has deathtouch, and if triggerable is bigger and better by far(if you can get dem triggers at least).

Also, you gunna want more Hardened Scales when you can afford them, they supercharge the deck :)

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

3 years ago

Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.

Removed:

  1. Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.

  2. Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks

  3. Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.

  4. Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.

  5. Simic Initiate - not a standalone threat, and weak to removal.

Added:

  1. Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.

  2. Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.

  3. Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.

  4. Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.

  5. Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.

Land changes:

-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing

+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.

+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.

  • Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.

DarthMeatloaf on Trampoline Teeth

3 years ago

First Edits.

Removed:

Isochron Scepter + Dramatic Reversal - playtesting the deck just never brought about a situation where it was useful to play this even when I had the pair in my hand.

Stifle - the counter package is in flux. This may go back in later if my meta demands it.

Murkfiend Liege - I originally put it in without thinking enough about how much worse it is when compared to Seedborn Muse. It's useless in this deck.

Simic Initiate - the low CMC wasn't enough to justify leaving it in. The other Graft creatures in the deck all add useful functions that justify the higher CMC.

Teferi, Mage of Zhalfir + Venser, Shaper Savant - I put these in the deck partly because they are useful but mostly because I got them recently and hadn't put them into a deck yet.

Added:

Exploration - Extra land drops to abuse Tatyova

Jace, Cunning Castaway - For the combo win with Doubling Season

Lifecrafter's Bestiary - Because reasons

Lotus Petal - Because reasons

Nissa, Vital Force - For the utility of her minus abilities

Reclamation Sage - I needed a way to deal with artifacts and enchantments, as I totally lacked the means.

Tamiyo, the Moon Sage - Utility

The reason for slotting in three new planeswalkers is because I clarified the interaction between Pir, Imaginative Rascal and Doubling Season. Specifically that if I have both in play, Doubling Season is allowed to affect PW counters when plus abilities are used.

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