|Mechanics:||Graft / Evolve|
We will eventually be able to explain everything in the natural world.
Good instincts are the result of unconsciously considering situations at length.
People should strive to change their thinking and/or behavior to fit the situation.
The Simic Combine was the guild tasked with preserving Ravnica's original ecosystem. They failed in that they instead decided to improve nature for it to thrive on its own. They went too far in their creations with Experiment Kraj with funding from the Orzhov Sindicate.
The Simic are a group of scientist, admitted, but not the diverted, weird ones. For those you should see the Izzet guild page. The Simic scientists are trying to preserve the original nature of the Ravnica plane, but to modify the animals and plants they added all kind of biological enhancements. This deck runs on +1/+1 counters, which you'll move around to give your creatures all kinds of activated abilities. For example, the Simic card Vigean Graftmage, a 0/0 blue creature for 3 mana, comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from the Graftmage to the new creature (Graft). The trick is, that the Graftmage also lets you untap "target creature with a +1/+1 counter on it", which could be himself, or the new creature, or, if you just pay the activation cost twice, both of them. If you keep playing lands, and drawing and playing creatures, you'll see an army of mutants raising, with all kind of abilities at your fingertips. The key to effectively playing this deck is in having enough mana to both play new creatures and pay for the abilities. Cards like Coiling Oracle, Vigean Intuition and the legendary guild champion Momir Vig can help you draw cards faster.
|Guilds of Ravnica|
| Azorius Dimir Rakdos Gruul Selesnya |
Orzhov Izzet Golgari Boros Simic