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Evolution Is INEVITABLE. The Science of Simic’s Success in Commander

Simic: Innovation, evolution, & control. Glacius unravels the secrets of how Simic decks outgrow and outthink the competition

simic, mtg, commander, green, blue, vannifar, edh

The Simic Archetype (Blue & Green)

Growth and Knowledge, Evolution and Adaptation — Simic doesn’t just play the game; it rewrites the rules of progress. In Commander, Simic decks thrive on resource mastery, turning card draw and ramp into a never-ending cycle of acceleration, synergy, and dominance.

Blue and Green is the color pair of balance through abundance. Blue brings intellect, foresight, and manipulation, while Green brings mana acceleration, and creature superiority. Together, they create a combination that evolves faster than anyone else at the table, a perfect fusion of science and nature, logic and instinct. Simic and Ramp go together so well that most of the Simic Commander decks fall into the same theme of ramping and casting big spells, their commanders and approach being the only slight difference. This is not to say that it is a bad thing, it’s only to showcase just how effective Simic is at that job.

Simic has been known for a long time to have the most number of “broken” cards, and if you ever played during the Theros: Beyond Death standard times, you know it very well first hand. Simic dominated at that time with cards like Hydroid Krasis and Uro, Titan of Nature's Wrath which still sees regular play to this day.

Here are some of the signature Simic tools that define this color combination:

Rampant Growth and Mana Acceleration — Kodama’s Reach | Cultivate | Delighted Halfling | Nyxbloom Ancient

Overwhelming Card Advantage Guardian Project | The Great Henge | Beast Whisperer | Consecrated Sphinx

Manipulating the Flow of Time and Nature — Seedborn Muse | Wilderness Reclamation | Shadow of the Second Sun | Leyline of Anticipation

Evolving Beyond Limits Craterhoof Behemoth | Avenger of Zendikar | Toothy, Imaginary Friend | Ezuri, Claw of Progress

Where Green values growth through nature and Blue through knowledge, Simic fuses the two into a living experiment of perfection. Every draw fuels your ramp, every ramp fuels your draws, and together they create an unstoppable cascade of value and adaptation.

Simic decks don’t win through trickery or brute force, they win by being inevitable. While others exhaust their options, you’ve only just begun to evolve. In the end, nothing survives the tide of progress.

Archetype 1: Creature Ramp

What better way to explore Simic than with the thing it is best at? In the old days, ramp was only possible through Creatures or Artifacts, and Kinnan, Bonder Prodigy exploits their power by doubling the amount of mana they can give, quickly getting out of control and letting you cast huge game-ending bombs. And in the case you don’t have any bombs in hand, you can always use his ability to cheat them onto the battlefield directly from your library.

To better take advantage of this power, we have our good share of well-known mana dorks. Not one of them is more important than the other (except for Delighted Halfling because she can make your Legendary spells uncounterable) and they all equally contribute to the greater good. Some of the notable mana dork staples included are Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Delighted Halfling, Paradise Druid, and Bloom Tender.

Since Kinnan also takes advantage of Artifcats that produce mana, we also have our fair share of mana rocks, such as: Lotus Petal, Mox Amber, Mox Opal, Moonsnare Prototype, Sol Ring, Springleaf Drum, Arcane Signet, and Fellwar Stone.

And what do we do with all this mana? That’s where our heavy hitters come in. Koma, Cosmos Serpent, an uncounterable massive creature that slowly but surely creeps into the field by invoking 3/3 serpents that double as control or protection; Nezahal, Primal Tide, another uncounterable massive boy that keeps your hand full and plentiful while also being able to save itself from anything that could try and destroy it; Hullbreaker Horror, yet anther creature that can’t be countered and can make any spell yu play into extra control, safety, or recursion in case you need to return one of your own permanents to hand; Jin-Gitaxias, Progress Tyrant, an incredibly annoying creature that if comes out too early in the game, you pretty much lock your enemies outside of the game forever. 

The gameplan is quite simple, play your mana dorks and rocks early and bring in an inevitable explosion very early into the game.

We also have creatures that can protect our gameplan such as Spellskite and Perplexing Chimera both doing kind of the same thing, getting in the way of a spell and letting you redirect it. Glen Elendra Archmage letting you counter noncreature spells; and Void Winnower being kind of a nuisance in general.

We also have protection in the form of instants, mostly very cheap and efficient counterspells, which is what Blue does best. Some of the counters at our disposal include: An Offer You Can't Refuse, Swan Song, Strix Serenade, and Flusterstorm.

If somehow we haven’t won with all this mana generation, a good old Walking Ballista can always help us finish the job in a timely fashion.

If ramping fast and overwhelming the field while everyone else still has their pants down sounds amusing to you, then this decklist might just be for you:

Kinnan Ramp by yeamynameskyle
by Glacius
TCGplayer $1801.47
Commander
17 mythic
47 rare
25 uncommon
11 common
0
1
2
3
4
5
6+
Commander
Planeswalkers (1)
Instants (17)
1
Brainstorm
$2.49
1
Chain of Vapor
$17.99
1
Flusterstorm
$8.49
1
Mental Misstep
$8.99
1
Miscast
$2.79
1
Noxious Revival
$7.99
1
Pongify
$3.99
1
Strix Serenade
$5.99
1
Swan Song
$12.99
1
Veil of Summer
$7.99
1
Arcane Denial
$3.99
1
Mana Drain
$57.99
1
Force of Vigor
$8.99
1
Mindbreak Trap
$7.49
Sorceries (5)
1
Ponder
$2.99
1
Nature’s Lore
$3.99
1
Transmute Artifact
$499.99
1
Windfall
$5.99
Artifacts (16)
1
Lotus Petal
$34.99
1
Mox Amber
$89.99
1
Mox Opal
$199.99
1
Sol Ring
$1.99
1
Springleaf Drum
$0.39
1
Arcane Signet
$0.79
1
Fellwar Stone
$1.99
1
Moonsilver Key
$1.29
1
Thought Vessel
$2.99
1
Basalt Monolith
$5.49
1
Mirage Mirror
$0.69
Enchantments (5)
1
Mystic Remora
$12.99
1
Sylvan Library
$29.99
1
Verity Circle
$1.49
Lands (22)
1
Treasure Vault
$2.79
1
Forest
$0.35
1
Island
$0.35
1
City of Brass
$22.99
1
Command Tower
$0.49
1
Exotic Orchard
$0.49
1
Flooded Strand
$22.99
1
Homeward Path
$18.99
1
Mana Confluence
$37.99
1
Misty Rainforest
$34.99
1
Polluted Delta
$24.99
1
Prismatic Vista
$39.99
1
Scalding Tarn
$34.99
1
Windswept Heath
$15.99
1
Wooded Foothills
$22.99
1
Breeding Pool
$12.99
1
Tropical Island
$749.99
1
Gemstone Caverns
$54.99
100 Cards
$2746.44

Archetype 2: Tokens and Clones

This archetype could be approached many ways, however we will be focusing on one using Koma, Cosmos Serpent as our commander. We will be doing some ramping, to play out Koma, we will be cloning Koma, and we will be doing a lot of token duplication on its serpent tokens to take control of the battlefield.

This time we will be using all 3 types of ramp Simic has access to: Mana Rocks, Mana Dorks, and Ramp Spells. A good mix of all three to solidly expand our resources and let us properly stablish ourselves on the field. Apart from the first 2 we already talked about last block, we have staple Mana Ramp spells like Farseek, Nature's Lore, Cultivate, and Kodama's Reach.

Our gameplan is to play Koma and do as much as we can with it. We can copy it with Creatures: Chameleon, Master of Disguise, Sakashima the Impostor, Spark Double. We can copy it with Enchantments: The Clone Saga, Impostor Syndrome. We can copy it with Sorceries: Irenicus’s Vile Duplication, and Quantum Misalignment. We can even it with Artifacts: Helm of the Host

Special mention to Sakashima of a Thousand Faces because he let’s us get around the Legendary Rule altogether and we could endlessly start copying Koma and filling the field with Serpents every turn.

We can further duplicate our Tokens with the help of Esix, Fractal Bloom, Octomancer, Parallel Lives, Doubling Season. And of course, because that wasn’t enough, we can further copy our copies, or copy our token duplicators with Extravagant Replication. You can see how easily this can all get out of control for our opponents.

Of course this gameplan only works out because we can also protect our plays with counterspells Mana Drain, Spider-Sense, and protect our permanents Veil of Summer, Heroic Intervention.

And to top it all off, we have our Finishers. Cards that can or should be used whenever we are ready to win the game with one swing. Specific to our deck there is Serpent of Yawning Depths, Summon: Leviathan, and Whelming Wave they all work with the creature types we’re working with so we aren’t affected negavitely by them; our opponents, though, they’re very dead. If this is not enough, we have the good old rawpower way of ending a game in the form of Craterhoof Behemoth. Just a few tens of tousands of trample damage going every way.

If all of this sounds like fun to you, first of all, you’re a terrible person; but second of all, I understand you, please do check the decklist:

Koma Tokens by Orangee
by Glacius
TCGplayer $1569.72
Commander
15 mythic
62 rare
12 uncommon
10 common
0
1
2
3
4
5
6+
Commander
Sorceries (10)
1
Farseek
$1.29
1
Nature’s Lore
$3.99
1
Three Visits
$10.99
1
Cultivate
$0.99
1
Whelming Wave
$1.29
Artifacts (7)
1
Sol Ring
$1.99
1
Arcane Signet
$0.79
100 Cards
$1814.62

Archetype 3: Apex Evolution Combo

At its inception, Birthing Pod was a meta changing card, and it kept being just that for a very long time. Our commander for this archetype, Prime Speaker Vannifar, is just that but better (in commander) since we can always have access to her ability without having to search for it in a sea of 99 cards. Vannifar gives you flexibility and adaptability; the deck is full of useful Enter the Battlefield creatures for you to choose from when evolving a creature with Vannifar’s help.

It’s a less hasty and way more calculating line of gameplay without it being less powerful. Need something back from the graveyard? Search for ; need to break any artifact or enchantment? Search for ; need an extra boost in mana generation? ; need to destroy any nonland permanent? Get yourself a .

We like to keep Vannifar safe so we have both Lightning Greaves and Swiftboot Boots, which can also give haste to another creature if we don’t really need the protection at that moment. We also have instant protection in the form of Shore Up and Tamiyo’s Safekeeping.

A lot of our creatures can also tap or untap permanents when either entering the battlefield, or by tapping themselves, so it’s not too uncommon to use Vannifar’s ability to quickly go through many of them in search of a 4 or more mana value creature to get the ball rolling. An example of this chain is Corridor Monitor, into Bounding Krasis, into Breaching Hippocamp. This let’s you keep untapping Vannifar to keep going into higher mana cost creatures.

Our gameplan, however, relies on a very calculated plan to execute a game winning combo. Once we have another way to untap Vannifar, be it  Pemmin’s AuraIntruder AlarmFreed from the Real, or  ”Staff, and we also have a few extra creatures to sacrifice, we can then evolve all of our creatures into the combo pieces we need.

We’re looking for Pili-Pala, Grand Architect, Deadeye Navigator, and Craterhoof Behemoth. With the Grand Architect’s ability and one Blue mana you turn Pili-Pala into a Blue creature and you then start tapping and untapping it to generate an infinite amount of mana. What to do with this mana? You start blinking your Behemoth with the Navigator’s Ability until you have an absurd amount of combat damage, enough to kill everyone at the table and 10 times more just in case.

We have also have a “backup” in the form of recursion from cards like Genesis, Greenwarden of Murasa, Moldgraf Monstrosity, and Bala Ged Recovery, to help us get get any combo pieces we may have had to let go. 

This is a more calculating way of playing simic, however that doesn’t mean it is less explosive. Being a combo deck means that once your combo is online, you can just win, and this usually happens when no one but you knew it was going to happen. If this idea amuses you, this might just be your deck:

Apex Evolution by PoseidonDeVill
by Glacius
TCGplayer $1363.16
Commander
9 mythic
34 rare
24 uncommon
32 common
0
1
2
3
4
5
6+
Commander
Planeswalkers (1)
Instants (8)
1
Pongify
$3.99
1
Shore Up
$0.35
1
Reality Shift
$0.35
1
Beast Within
$0.99
Sorceries (7)
1
Nature’s Lore
$3.99
1
Neoform
$0.99
1
Consuming Tide
$1.29
Artifacts (7)
1
Sol Ring
$1.99
1
Swiftfoot Boots
$2.79
1
Birthing Pod
$19.99
Enchantments (3)
1
Intruder Alarm
$1.79
1
Pemmin’s Aura
$11.99
100 Cards
$1225.64

Archetype 4: Flash Control

This archetype consists of mostly playing on our opponents turns, or at the end of them. Leaving all of our mana open and available for any kind of counter play. Our commander Rashmi, Eternities Crafter keeps our hand nice and full while also letting us cheat creatures into play.

Besides normal ramp spells and creatures, you should avoid playing during your turn until you can play any one of your untappers and protect them: Wilderness Reclamation, Seedborn Muse, Shadow of the Second Sun. Once one of these is out, you can keep your lands always untapped and ready.

The gameplan is to have any one of the untappers in play, while also having one of our Flash enablers in play: High Fae Trickster, Leyline of Anticipation, Vedalken Orrery.

Once we have both, the posibilities are endless. Keep Baral, Chief of Compliance alive and he will be your best ally; drop Wavebreak Hippocamp early to keep drawing cards on your opponents turns; same thing with Archmage Emeritus, drop him early and take extra advantage of every spell you play; stay ready for a timely Smirking Spelljacker to take control of an opponent’s spell; play Kruphix, God of Horizons to have an endless reserve of colorless mana; replay powerful instants with Torrential Gearhulk and blink him Deadeye Navigator; silence your oppents with Jin-Gitaxias, Progress Tyrant.

This archetype is the ultimate control machine; you will be playing as the mastermind behind the game, controlling anything you want to control while leaning on Green’s power to set up the stage. If this sounds like something you want to try out, this deck is for you:

Rashmi Flash by Siphonya
by Glacius
TCGplayer $1831.15
Commander
12 mythic
35 rare
22 uncommon
31 common
0
1
2
3
4
5
6+
Commander
Instants (24)
1
Brainstorm
$2.49
1
Opt
$0.35
1
Pongify
$3.99
1
Blessed Respite
$0.99
1
Counterspell
$3.49
1
Growth Spiral
$0.49
1
Planar Genesis
$0.99
1
Arachnogenesis
$4.49
1
Beast Within
$0.99
1
Brainsurge
$0.79
1
Frantic Search
$0.99
1
Harrow
$0.59
1
Sink into Stupor
$13.99
1
Unwind
$2.29
1
Fact or Fiction
$0.35
1
Rewind
$0.79
1
Evacuation
$0.49
Sorceries (7)
1
Farseek
$1.29
1
Rampant Growth
$0.79
1
Three Visits
$10.99
1
Cultivate
$0.99
Artifacts (6)
1
Sol Ring
$1.99
1
Arcane Signet
$0.79
1
Scroll Rack
$29.99
1
Vedalken Orrery
$21.99
100 Cards
$583.46

Closing Thoughts

Where Green sees growth as natural law and Blue sees it as intellectual pursuit, Simic fuses the two into a singular vision of perfection. Every spell is a step forward, every creature an experiment, every game a laboratory where instinct and intellect intertwine.

Simic doesn’t seek to destroy, it seeks to refine. It learns, adapts, and scales until the board itself bends to its will. What begins as a small advantage becomes an unstoppable cascade of progress, a seamless loop of mana, cards, and evolution that never truly ends.

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