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Wednesday, February 13, 2013

Gatecrash Strategies, Simic Synthesis, Evolving

     This week we will be looking at one of the new rules that came with the new Gatecrash guilds, specifically, Simic Synthesis. Their rule is evolve, and card with the evolve rule is activated when a power of greater toughness or power enters the battlefield under your control, that existing creature will get a +1/+1 counter.

     In Simic Synthesis you should first play your weaker cards with evolve then keep playing slightly more powerful cards to maximize this ability. However knowing you should wait a few turns to play your powerful creatures means your opponent can get his strong creatures out before you. As for deck building purposes your creatures in your deck should be a pyramid structure, more weaker creatures with evolve and fewer more powerful creatures will increase the odds of having two or three creatures with evolve, like Cloudfin Raptor so when you play Drakewing Krasis he will be 5/3 early game. If you have Zameck Guildmage out your Drakewing could even be 6/4 as early as the fifth turn. The instants and sorceries like Hindervine and Sleep both reduce the effectiveness of your opponents defenses enabling you to slip in some nasty damage. Not only is this deck good at attacking, you will find three low mana 0/4 creatures and a Tower Defence card which not only gives all your creatures +0/+5 but reach as well for a turn.

     Simic Synthesis looks like a good intro deck to have because the weaker creatures and spells buff the stronger creatures to dominate the field; and with a little tweaking should be a deck to reckon with.

     Thank you for reading, if you have any questions or concerns please e-mail me at Dayvuni@yahoo.com.
See you next post!

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