"Nature is a wonderful engineer but it works far too slowly for my taste"
Simic is a guild of infinite possibilities, and this deck certainly pushes the limits. Use the evolve mechanic to transform cheap, low-power creatures into plane-shattering monstrosities. The star of this deck is certainly Master Biomancer and under his guidance, things get pumped. Hold on to your butts...
Master Biomancer: Every single creature that enters the battlefield after him gets an automatic +2/+2 counter (without any buffs). This includes other Master Biomancers, who then give their +4/+4 counters to incoming creatures plus the original +2/+2 and if you put down another one...well you get the picture.
Prime Speaker Zegana: Big creature + card draw = awesome. Because she's a late game play, she'll usually rack up a decent amount of counters and let you draw a whole bunch of cards. The only drawback is if you have too big a creature out, you might end up milling yourself.
Vorel of the Hull Clade: Another one of this deck's big baddies, he quickly pumps your creature up to maximum ridiculousness. For just two mana, you can double the amount of counters on target creature, artifact, or land. Cloudfin Raptor have +8/+8 because of Master Biomancers? Now it has +16/+16!
Kiora, the Crashing Wave
: Simic's very own planeswalker, and what a planeswalker... With her +1 she can take care of that threatening creature your opponent controls and with her -1, you get card draw and an extra land. But its her -5 that really makes her an asset to this deck. A 9/9 Kraken every end step? Count me in! Thats going to evolve pretty much the entire field, and with just one Master Biomancer it'll come in as an 11/11.
Omnath, Locus of Mana: I'm not sure if this is the deck where he can really shine, but I won't deny that he is effective. With green mana not emptying from your pools, things can get dumb pretty quick, especially with X cost spells, like Nimbus Swimmer. And he only gets bigger with every mana tap.
Murkfiend Liege
: He is a bit expensive, but he's worth it. As a 4/4, he'll probably evolve something when he enters, and the +1/+1 he gives to other blue and green creatures will only help evolve more things. The fact that he untaps all your green and blue creatures during every other players untap step is just icing on the cake.
Champion of Lambholt: Expect this one to take a lot of fire, she's just too dangerous to let live. Gaining a counter every time you play a creature and not letting your opponent block evolved powerhouses is a pretty potent combination.
Renegade Krasis: This is one of my favorite evolve creatures, just because he really like to share. Every time he evolves, I evolve everything else? Deal.
Elusive Krasis
: I believe that every deck needs a ninja, and certainly Elusive Krasis fits that role. Not only does he come in as a solid wall, but given time he becomes an unblockable menace.
Zameck Guildmage: I was a little leery about throwing this guy in there, but his versatility earned him a spot. He can give a little extra oomph to a creature or even break a stalemate by allowing you to draw something extra.
Crowned Ceratok: Crowned Ceratok is one of the two Simic harbingers of doom. Giving pretty much everything you control trample is no laughing matter, especially when those creature may be pushing 10/10 late game.
Sapphire Drake
: Number two of the harbingers of doom, this one is even more frightening. Trample is bad enough, but giving those pumped up critters flying is downright terrifying. Use the harbingers together and your opponents doom is certain.
Nimbus Swimmer: I always like having a Nimbus Swimmer in my deck. Even without a lot of mana, it can still become a respectable flyer, especially with a Master Biomancer on the field. However it becomes a real threat when used in conjunction with Omnath, Locus of Mana. With green mana not emptying out of your pools, you'll have a veritable flood of mana to pay with, and large flying critters are nothing to laugh at.
Cloudfin Raptor: This may be one of the best cards in the deck. Its a turn one card, yet by turn three it can become your opponents worst nightmare. Almost everything evolves it, and there aren't many early game fliers to block it with.
Crocanura
: This guy is in here for pretty much just some added defense. The evolve and reach give you some extra protection against big fliers, like dragons.
Adaptive Snapjaw
: Not the most useful of cards, but he does supply some extra evolution late game, and he can easily be evolved himself.
Elvish Mystic: I really like this card. he comes out early on and by turn two can give you an extra forest. That really adds up, especially when you have out Omnath, Locus of Mana. Just feed him every turn and reap the benefits.
Spell Rupture
: This the greatest counter spell in a Simic deck. Period. The power of your creatures is going to skyrocket pretty darned fast, and your opponents mana won't be able to keep up. Even early game, how many opponents are going to have an extra two or three mana to spend in addition to the spell's cost?
Simic Charm: Every Simic deck needs at least one. Give that creature some extra oomph, protect it from dastardly spells, or remove a large attacking or blocking threat. Thats quite a deal for two mana.
Miming Slime: This is a fun card. Take that gigantic creature you have and make another one. Evolve things quicker and double a threat, I like that.
Rapid Hybridization: This is a really good removal card. It only costs one and can turn anything big and bad into a little froggie. I've seen it in use with some undying-evolve decks and it works pretty well with those kind of things too.
Crypsis
: This is a wonderful sneaky card. It pretty much makes your creature unblockable, and gives it vigilance. Perfect for a quick strike directly at an opponent.
Sleep: This, this is a game-ender. Two turns of a defenseless opponent with no blocking creatures are all you need to destroy them.
Simic Growth Chamber: I feel like I need to say something about this land. I really like this land. It gives you double, so that good, but I really just like being able to use one land for many different spells that cost only two mana, like Zameck Guildmage abilities.
A note on sideboard: My sideboard is open to suggestion, really its mostly for added protection. This deck is mid-game, but the later you can push it the more powerful it will become. With the key players out, it gets hopeless for everyone else.
And that friends, is how to bring about glorious evolution! With those big critters and their support the field should fall quickly. But the path of progress does have hurdles:
Izzet- I hate playing Izzet with this deck. Control and burn are its doom, and Izzet embodies those.
Board wipe- For obvious reasons...
Milling- There is not a deck in the world that can withstand concentrated milling.
One final suggestion is to keep a notebook handy when you play. The amount of counters this deck requires goes beyond dice. In a completely casual game, by abusing Vorel of the Hull Clade, I pushed Prime Speaker Zegana to over a sextillion power/toughness. I always keep my Book of Evolutions by my side.
And in parting, some words of wisdom from the Simic Biomancer Gulistan: "Eh, needs more toad."
Comments are welcome and appreciated!