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Gotta Catch 'em All! (UPDATE)

Casual* Counters GU (Simic) Midrange Tempo

Cobthecobbler


Sideboard

Artifact (2)

Sorcery (4)


__"Hello there! Welcome to the world of Pokémon! My name is Oak! People call me the Pokémon Proffessor! This world is inhabited by creatures called Pokémon. For some people, Pokémon are pets. Other use them for fights. Myself, I study Pokémon as a profession... [A] world of dreams and adventures with Pokémon awaits! Let's go!" - Prof. Oak

Evolving your pokemon is the only way to make them stronger. And when they faint, make sure to take them to a Pokemon Center!

The idea here is to get out your evolving creatures first, once you have a couple out, start getting some undying creatures out. When the undying creatures are out, you can use Rapid Hybridization to trigger the undying mechanic, and get a 3/3 token. Once they come back with the counters, make sure to use Bioshift or Zameck Guildmage to take away those counters, so that they never die! (Because Pokemon faint, not die!)

Suggestions, as always, are welcome. I currently need massive help with a sideboard.


The evolve mechanic makes Experiment One and Cloudfin Raptor my first-turn one drop of choice.

Turn two, I'm going to want to drop a Shambleshark or Strangleroot Geist. Either of these will evolve my creatures I played last turn.

Turn 3, what I'm going to want to do is drop Wolfir Avenger or a Rapid Hybridization on my Geist to trigger undying. At this point, You should have a 3/3 Experiment One or a 2/3 Cloudfin Raptor, a 2/1 or 3/2 Geist, and either a 3/3 Frog Lizard or a 3/3 Wolfir Avenger. If you're getting real daring, using the 3 mana you have on turn 3, you can Rapid Hyb. your Geist, then use Bioshift to move that counter to another creature, then use another Rapid Hyb. on Geist again, and now your field is really powerful. You would have 2 3/3 frog lizards, a 3/2 Geist, and a 3/3 Experiment One or 2/3 Cloudfin Raptor.

Mid-game you're going to want to drop Thragtusk or Vorapede to Evolve your creatures even further. Once you have Vorapede out, though, at any point in time that he's going to die and he has counters, use Bioshift or Zameck Guildmage to move those counters so he comes back with a vengeance.

Master Biomancer isn't much on his own, but if you have to get him out early game, that's okay because anything you play after him automatically gets buffed as they're entering the battlefield.

And finally, Garruk, Primal Hunter can pump out beasts that can trigger evolve, provide some draw power, or give me a lot of Wurms to trigger evolve or win me the game on their own.

Plasm Capture. my favorite card from DGM, allows me to combat pesky opposing Swagtusks, Resto's, Angel of Serenity, and a lot more that will absolutely shut down my game, and then, give me a ton of mana to drop the rest of my hand and essentially just win right there. If in the right setting. This is a very powerful card, maybe too powerful with the meta at where it is, bar aggro.

The cards in this deck all synnergize real nicely and there's tons of ways to play this deck effectively.

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Updates Add

Comments Purged.

So 2 Bioshift are coming out and maybe 1 Rapid Hybridization. After consideration of comments from TO users, I have playtested and having these cards late game have actually costed me a few wins. Topdecking these on turns 6-8 isn't fun at all. But they are insanely good.

So, some cards I'm considering:

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Top Ranked
  • Achieved #9 position overall 11 years ago
Date added 11 years
Last updated 6 years
Legality

This deck is Casual legal.

Rarity (main - side)

6 - 0 Mythic Rares

18 - 4 Rares

14 - 4 Uncommons

10 - 7 Commons

Cards 60
Avg. CMC 2.42
Tokens Beast 3/3 G, Frog Lizard 3/3 G, Wurm 6/6 G
Folders Standard, deck ideas, ideas, need to make, B/G, Cool decks, Mazzi Interessanti, Other peolpes decks, Blu, good stuff
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