“The biomancer Vorel wants every living thing to achieve its greatest potential. He will ensure that your creatures grow to gargantuan proportions. All you have to do is evolve them a little yourself first.
Creatures with the evolve mechanic get a +1/+1 counter whenever a larger creature enters the battlefield under your control. You need to play for the long game so that your creatures have time to grow into threats. Attack opportunistically with flying creatures while your other creatures discourage your opponent from attacking. There will be plenty of time for aggression after you’ve crafted the perfect army.
Many of your cards have effects that look for +1/+1 counters, making every evolution matter. Mutant’s Prey allows your evolved creatures to fight your opponent’s creatures, and Bred for the Hunt lets you draw a card each time a creature you control with a +1/+1 counter deals damage to an opponent. Either half of the “split card” Give & Take would be a solid choice for a Simic deck, but this deck is well prepared to abuse the benefits of casting both halves with its fuse ability.”
I haven’t played MtG since 1997 and only recently got back into the scene. It’s amazing to see how much this game has evolved from Benalish Heroes and Sengir Vampires to multi-colored Biomancers, Plainswalkers and immense 13/13 demons. I’d forgotten how amazing a game of Magic with friends could be and, with the release of Dragon’s Maze, I’m ready to delve back into the deck.
While I’ve always been a fan of the Black/White combo deck, it was easy making the transition to the pre-constructed Blue/Green Simic deck. My offense and defense has always been based on Angels and Vampires, with a few zombies thrown in for fodder, but taking the time to learn patience by building a massive army with +1/+1 counters from the Simic deck is really fun.
The introduction of the duel cards of Dragon’s Maze is great. Having the chance to play either or boths side of these cards adds to the benefit of playing multicolored decks and gives those of us who are returning to the scene a chance to really prove ourselves on the battlefield.
While these decks are ready to play, each comes with 2 packs of Dragon’s Maze cards which can be sorted into your Simic deck. For those of us who have a collection, add in cards from other expansion series. I find that the Master Biomancer and Nimbus Swimmer from the Gate Crash expansion are perfect additions that work well with adding the +1/+1 counters to your creatures. Yeva, Nature’s Herald, from the 2013 Core Set, allows you to cast your green creature cards as though they had flash, something very useful when the battle gets heated. Have the Master Biomancer and Vorel of the Hull Cade on the battlefield together will surely get you a win.
With 156 cards in the Dragon’s Maze set, and packs sold in the standard 15 card pack or a 6 card pack, this set is easy to complete and can add some of the most colorful creatures and spells to your collection.
1 Archweaver 2 Battering Krasis 2 Beetleform Mage 3 Centaur Courser 2 Cloudfin Raptor 1 Crocanura 1 Crowned Ceratok 2 Elusive Krasis 1 Gyre Sage 1 Murmuring Phantasm 2 Opal Lake Gatekeepers 1 Sapphire Drake 2 Species Gorger 1 Vorel of the Hull Clade
12 other spells
More info onthe Dragon’s Maze Intro packs can be found on WoC’s website;