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Simply Simic: Bio-Engineering Success

Standard* Aggro GU (Simic) Midrange


Simic aggro - we've all seen it before. the G/U color scheme makes for some silly games, and gatecrash is ensuring that'll be the case in standard for a couple months to come. This deck is my attempt at streamlining the Gatecrash play style and creating a fast, efficient, powerful Simic machine. Here's what we're looking at:

  1. Mutation - The keyword ability for most simic decks going around right now. In this deck, about half (17) of the cards have the mutation ability, and I tried to disperse power/toughness levels to a pretty wide range to ensure that my creatures will be evolving. Cards like Cloudfin Raptor, Shambleshark , and Elusive Krasis are all designed to get big quickly with the evolve mechanic and with the help of Master Biomancer, forced adaptation, Increasing Savagery , and Rapid Hybridization. Using the 'destroy' mechanic of Rapid Hybridization by turn two, your Cloudfin Raptor could be a 2/3 flyer swinging in being flanked by a 3/3. The speed at which these cards grow is crucial to maintaining tempo and keeping control of the board on your side. Gyre Sage is obviously just there to sustain deck speed, and with the help of Increasing Savagery it could be turning a 4/5 flier into a 14/15 game ender by turn 4. Mutation is the key mechanic to this deck, as it keeps all of the cards relevant to the board and feeds many of their other abilities.

  2. The card draw - With no cards costing more than 4 mana in this deck, it is absolutely essential to sustain a strong board presence with as many creatures as possible, and to feed the mutation ability of these creatures with a lot of fodder. This is where Fathom Mage comes in - Using mutation and other counter-getters like Forced Adaptation and Bioshift, it should be relatively easy to maintain a strong card base. She's the only creature I put 4 of in for a reason - a strong hand is absolutely essential to retaining a strong board presence with this deck. The reason for this is described quite aptly by the next bullet. Another crucial player on the card-drawing front would be Zameck Guildmage; with two cheap abilities and the potential to draw multiple cards a turn with him, he can consistently turn the tides in your favor.

  3. Battle tricks - About a quarter of the nonland cards in this deck are instants, all with the potential of severely screwing with the battle mechanics and throwing the opponent off guard. Bioshift is essential to this, as with so many +1/+1 counters floating around on your side of the field, it will be very easy to keep the power levels on the field in flux, with the potential of confusing and obliterating the opponent. If you have a Cloudfin Raptor with 3 counters, it would be simple to turn an attack from a 3/2 Shambleshark into an obliterating bash for 6. Additionally, Bioshift can give you cards when you need them, by shifting counters over to your Fathom Mage. As for removal, Simic Charm and Rapid Hybridization can deal with bigger threats. Facing a 9/9 Skarrg Goliath ? tap U and turn him into a 3/3 frog! Or GU and put him back into his owner's hand for a turn. Simic Charm is a truly adaptable card, and the ability to give your bulky creatures hexproof can be a game winner when your opponent tries to remove them. All in all, the noncreature spells in this deck are highly adaptable, and can lead to some really fun and interesting games.

  4. Control - Late game, when you're bogged down in a sea of creatures on both sides, things can get confusing. That's where Simic Manipulator comes in - by quickly accruing counters with the help of Master Biomancer or Forced Adaptation, he can easily snipe the bigger beasts off of your opponents board and bring them to fight for simic. Mostly, I just think he has a hilarious ability, and the look on your opponent's face when you take their key fighter is well worth the manipulator's three mana.

  5. Undying sideboard - One of the most interesting takes on Simic that I've seen thus far is splicing in the Undying mechanic of Avecyn. Using cards like Young Wolf and Vorapede to come out, evolve your creatures, die, and come back stronger and evolving your creatures again is pure genius, and with the help of Zameck Guildmage they can keep on doing it, too. The only reason why I didn't include this fun concept in my main deck is because I'm something of a purist, and I felt like mixing crabsharks with werewolves didn't make too much sense. That being said, In more competitive circles, cards like those would be obscenely good at giving you the upper hand, so I felt like leaving them out altogether would have been almost unfair. I play with a pretty lax group of guys, so I figured creating a deck that was too disgusting would have probably led to them not playing with me any more.

So that's my deck! Make comments, give suggestions, take my (not wholly unique ideas) and use them for yourself. Farewell, and prosper.


Updates Add

Took out Shambleshark - found that Zameck Guildmage gave me what I was looking for in evolve, and I don't really need the extra blocker. I also noticed that Elusive Krasis ended up being my wincon - I would Bioshift all of my built up counters on my Fathom Mage onto a krasis and sneak in a 1 hit K/O. I also put in two Ooze Flux and took out a Simic Charm to help return Fathom Mage to an easily evolvable state. All in all, my Avg. CMC increased a tad, but gameplay is smoother.


Date added 7 years
Last updated 6 years

This deck is not Standard legal.

Rarity (main - side)

3 - 4 Mythic Rares

18 - 0 Rares

12 - 3 Uncommons

15 - 7 Commons

Cards 60
Avg. CMC 2.33
Tokens 3/3 Frog Lizard
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