Ravnica Allegiance Limited Set Review: Simic, and Colorless

Other Ravnica Allegiance Reviews

Limited:

White | Blue | Black | Red | Green | Azorius | Gruul | Orzhov | Rakdos

Guilds of Ravnica Set Reviews (Click to Expand)

Limited:

White | Blue | Black | Red | Green | Boros | Dimir | Golgari | Izzet | Selesnya | Artifacts, Lands, and Guild Ranking

Constructed:

White | Blue | Black | Red | Green | Boros | Dimir | Golgari | Izzet | Selesnya

[collapse]

Ratings Scale

Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa’s Jitte. The Scarab God.
5.0: The best of the best. (Bolas’s Clutches. Icy Manipulator. Lyra Dawnbringer.)
4.5: Incredible bomb, but not unbeatable. (Josu Vess, Lich Knight. Tatyova, Benthic Druid. Slimefoot the Stowaway.)
4.0: Good rare or top-tier uncommon. (Cast Down. Time of Ice. Adeliz, the Cinder Wind.)
3.5: Top-tier common or solid uncommon. (Vicious Offering. Blessed Light. Shivan Fire.)
3.0: Good playable that basically always makes the cut. (Cloudreader Sphinx. Caligo Skin-Witch. Grow from the Ashes.)
2.5: Solid playable that rarely gets cut. (Fungal Infection. Academy Journeymage. Mammoth Spider.)
2.0: Good filler, but sometimes gets cut. (Krosan Druid. Soul Salvage. Ghitu Journeymage.)
1.5: Filler. Gets cut about half the time. (Relic Runner. Ancient Animus. Deep Freeze.)
1.0: Bad filler. Gets cut most of the time. (Divest. Homarid Explorer. Arbor Armament.)
0.5: Very low-end playables and sideboard material. (Rescue. Cabal Evangel. Drudge Sentinel.)
0.0: Completely unplayable. (Kamahl’s Druidic Vow. One with Nothing.)

Aeromunculus

Limited: 3.0

Aeromunculus is rock-solid, and a welcome addition to any Simic deck. A 2/3 flyer for 3 is passable, and turning into a 3/4 is a huge game.

Applied Biomancy

Limited: 3.0

I’ve gotten to apply some Biomancy on Arena and the results have been promising. This plays well in a ton of different situations, such as winning a combat and bouncing one of their other creatures, or blowing out double-blocks. This is cheap enough and effective enough that it should always make the cut.

Biomancer’s Familiar

Limited: 2.0 // 3.5

In a heavy adapt deck, this card is nuts. Your creatures all get insanely big, and it makes adapting incredibly efficient. I’d run this with even one other adapt creature, and with multiples this will be one of the best cards in your deck. Even in an adapt-light deck, your opponent may kill this just to be safe.

Combine Guildmage

Limited: 3.5

With these abilities combined, this is a windmill slam. You don’t even need adapt creatures to make it pop, as this provides counters by itself (albeit at a somewhat expensive rate).

Frilled Mystic

Limited: 3.0

Here the mana cost is a much greater drawback than normal. When you have a counterspell, you need to have it on specific turns, and Frilled Mystic will sometimes be staring at you while you have three Forests and an Island in play. That said, countering their spell is a sick 2-for-1 that leaves you with a 3/2 in play, so I’d be frilled to have this in any Simic deck. Later in the Draft, if you have 3+ Simic Gates, this probably deserves a flat 3.5.

Galloping Lizrog

Limited: 3.0

Much like the other Simic cards, how good Galloping Lizrog is highly depends on how many +1/+1 counters you can assemble. It’s a great payoff, as a 7/7 trample (or greater) is a lot, so if you have 4-5 cards with counters this can be a real beating. I am a little tilted that a card with the name “Galloping” doesn’t have haste, but that’s a minor issue.

Growth Spiral

Limited: 2.0

There’s nothing wrong with Growth Spiral, but it’s rarely going to be a critical part of your deck. Needing exactly blue and green on turn 2 to ramp is a constraint, even if it is nice that your ramp card cycles in the late game.

Gyre Engineer

Limited: 3.0

If this survives, it’s awesome. Tapping for 2 mana is essentially card advantage, and Simic has a lot of great mana sinks to make use of this. It is small enough to get picked off easily but I’m in for Sol Rings, even ones that cost 3 mana.

Hydroid Krasis

Limited: 4.5

I’m for being well-Hydroided, and this really does the trick. At 6 mana, it gives you a 4/4 flying trample that draws two cards and gains 4 life, which is a card I’d already give a 4.0. This is even more flexible than that, and can be cast for larger and larger amounts. This is a splashable bomb, and you should almost always take it when you have the option to do so.

Prime Speaker Vannifar

Limited: 3.5

While you aren’t going to get to go off like with Birthing Pod, Vannifar still gives you a solid edge over the course of the game. You need to remember exactly what creatures are left in your deck, which is easier to do online, but upgrading your creatures by 1 mana is worth it. Plus, this impacts the board nicely, and is not easy to kill. If I had a Prime Speaker, I’d change my pick order a little, as this is a real payoff for having a Pod curve.

Sharktocrab

Limited: 4.0

Every week is shark week, and I think this is a borderline bomb. It’s huge even before adapt, it pressures the opponent by tapping down blockers, and if you can put more counters on it then it runs the opponent over quickly. I love this card, and have seen it take enough bites out of helpless players to think it’s incredible.

Simic Ascendancy

Limited: 3.0

Sealed: 3.5

Simic Ascendancy will dominate any long game, though you do need to get there for it to really be good. It’s awesome at triggering cards like Sharktocrab over and over, and the alternate win condition might come up once in a blue moon.

Zegana, Utopian Speaker

Limited: 4.0

Simic has some beaters in this set. Zegana replaces herself most of the time, and threatens to attack for a ton of damage without any outside help. She can also trample it up and makes your other creatures more fearsome. That’s enough for me, and I’m always in for some Zegana action.

Scuttlegator

Limited: 1.5

Many decks are going to want one Gator as a finisher, but it’s expensive enough that it shouldn’t be a high priority. It blocks well for a while, and eventually gets motivated to go chomp on the opponent.

Incubation // Incongruity

Limited: 2.5

In a deck with 14+ creatures, this is a fine way to get some card selection in. The Incongruity half isn’t worth a card on its own because giving them a 3/3 is a big drawback, but if you can cycle it then I like the card.

Repudiate // Replicate

Limited: 3.0

Replicate is good enough to play by itself, assuming you’ve got some high-quality creatures, and every now and then you can Repudiate something like an expensive adapt trigger for the blowout.

Most Important Simic Common

  1. Aeromunculus

This is just too consistently good to turn down, and it has minor counter synergies if you can pick up some uncommons. That’s good enough for me, and this plays well on both offense and defense, making it a safe early pick.

Artifacts

Lockets

Limited: 2.0

Limited: 1.5

Lockets get a bad rap. In slower decks, they are often worth a slot, as they help cast expensive spells and can be cracked for a pair of cards later. The non-red ones are better, as the red decks are often lower to the ground, but all of them have their uses.

Gate Colossus

Limited: 1.0 // 3.0

Unplayable without Gates, and quite strong with 5+ (ideally 6 or 7), this is exactly the kind of card I love. It’s the perfect finisher for the Gates deck, and a card nobody else is likely to want.

Junktroller

Limited: 1.0

This is junk, and for once I’m not trolling you. Technically it stops you from decking, but most of the time that isn’t particularly worth a card.

Scrabbling Claws

Limited: 1.0

There’s not much going on here. Most decks don’t have graveyard synergies, and if you find one that does, you can side in the Claws.

Screaming Shield

Limited: 1.0

If this didn’t take mana to activate, I’d be a lot more interested. As is, it takes a ton of mana to get going, which makes it hard to use this and defend yourself.

Sphinx of the Guildpact

Limited: 1.5

Sphinx is a bit expensive for my tastes, and my tastes do run expensive. I just don’t like that it dies to multiple common removal spells, so I see this more as a sideboard option against decks that can’t deal with it.

Tome of the Guildpact

Limited: 3.5

I like Tome of the Guildpact. It helps fix your mana and provides you a steady stream of card advantage. I’d love to draft this and go into the Gate deck, but you may be able to make this work in a less ambitious 3-color build.

Gates/Shocks

Limited: 3.0

If you are two colors, I like picking up Gates over solid playables, but don’t heavily prioritize them. In the Gates deck, they are clearly high picks, and often better than shocklands even.

Share this

Discussion

Scroll to Top