Other Ravnica Allegiance Reviews
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.
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.
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.
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).
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.
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.
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.
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.
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
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.
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 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
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.
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
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
Most Important Simic Common
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.
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.
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.
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.
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.
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
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
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.
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.