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Moxonomy
GuildGreen manaBlue mana

Simic

Counters, ramp

Simic is the green-blue guild of growth and adaptation, ramping into card advantage and +1/+1 counters to build the best long game in the format.

Simic is the alliance of green and blue, and its premise is that growth is the only law worth following. Green supplies the raw development: the mana ramp, the ever-larger creatures, the sense that there is always a bigger thing to do next turn. Blue supplies the refinement: the card advantage, the selection, and the protection that keeps the engine safe while it scales. Neither color accepts limits, so a Simic deck is built to keep getting better the longer it is allowed to play.

The guild's tools are acceleration and accumulation. Ramp pushes its mana ahead of the curve; card draw makes sure that extra mana always has something to spend itself on; and +1/+1 counter synergies turn modest creatures into engines that snowball with every trigger. Mechanics built around growing and adapting let Simic's threats outscale removal, becoming more than any single answer can profitably trade with. Given time, Simic assembles a board and a hand that simply produce more than the opponent can, and the game tilts past the point of return.

The tension in Simic is the early turns, where neither growth nor refinement helps much yet. A deck this devoted to the long game can lack cheap interaction, and an aggressive opponent can end things before the ramp and the card advantage start to matter. The versions that succeed buy themselves the time they need, blockers, bounce, a cheap removal suite, so that "play a longer game" becomes a plan the deck is actually allowed to execute.

Defining cards

The cards a player will meet in almost every deck that flies this color pair.

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