Adaptive Survival

by SaintNicholas on 12 May 2013

Main Deck (68 cards)

Sideboard (2 cards)

Instants (2)

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Deck at a Glance

Social Stats

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This deck has been viewed 814 times.

Mana Curve

Mana Symbol Occurrence

0330036

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Adaptive Survival

An interesting concept. Although I am by no means an expert, I think you need to focus around those +1/+1 counters, not worrying about naturalize, and although urban evolution and unexpected results are nice, they are more suited to a mana-ramp deck. Also, try a gyre sage to get some extra mana (+1/+1 counters can be used for more than brute force).

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Posted 14 May 2013 at 22:02

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I would agree, I've been trying to decide whether to take out urban evolution or not for the past hour haha. Now that I look at it I see what you mean about unexpected results as well, only a few of my creatures are higher than 4 mana cost so it might not be worth it. I may replace it with elusive krasis or fathom mage.

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Posted 14 May 2013 at 22:14

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I have a better idea. Vorel of the hull clade, the key card in the simic intro deck for dragon's maze. Double one creature's counters every turn:)

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Posted 14 May 2013 at 22:23

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I should probably just buy an intro deck then because he's one of several guild champions I don't have yet. Ha. but yes actually that makes me more tempted to add both of those too. maybe I can remove something for those.

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Posted 14 May 2013 at 22:25

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I am VERY persuasive when I want to be.

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Posted 14 May 2013 at 22:27

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I am going to leave naturalize in for now, I mostly play casual and my friends are all giddy about artifacts right now. or I should at least move it to my sideboard.

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Posted 14 May 2013 at 22:31

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eh. to each, his own

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Posted 14 May 2013 at 22:32

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you should cut 4 cards to bring the deck total to 60

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Posted 14 May 2013 at 22:34

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60 being the minimum deck size correct? Everyone on here keeps saying that but 67-72 seems to be a very effective range. Thank you though.

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Posted 14 May 2013 at 22:38

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"everyone" is wrong. at 60, you can draw whatever card you need one turn sooner, instead of waiting one extra turn for that lightning bolt or negate you need. also, always play with 24-26 land. beginners are commonly told 20 land, but that is just not workable, with at least once ever tournament you will not have sufficient mana. the exceptions are white weenie and other 1 or 2 mana decks.

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Posted 14 May 2013 at 22:51

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Agrees with above statement, though I disagree with the land(20-26 depending on the deck, 21-23 personal preference for a 60 card deck).

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Posted 14 May 2013 at 23:01

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there is a great book on the topic of deck-building (I can't remember the name, will post it if I remember). the card combos are out-of-date, but the original idea remains unchanged.

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Posted 14 May 2013 at 23:07

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Please do if/when you find it.

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Posted 14 May 2013 at 23:08

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the first part is "the totally unauthorized" but I can't remember the rest

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Posted 14 May 2013 at 23:11

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by the way, how do I like somebody (you seem like a person I can hold a converstion with)

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Posted 14 May 2013 at 23:19

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Go to their page and follow them.

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Posted 14 May 2013 at 23:25

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thanks for the tip

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Posted 14 May 2013 at 23:28

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By the way I should mention I've only been playing since gatecrash. I was saying that everyone was telling me to only have 60 cards, not the other way around. I just missed a comma before. I appreciate the advice honestly. I may try to work my decks down that way eventually but for now I'm happy with my play style.

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Posted 15 May 2013 at 02:52

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I started playing with m-12 and innistrad. I had no clue what I was doing (played my first game of magic at a tournament using my friends poorly built rakdos deck). My first deck was a 73 card dimir mostly random singleton. No one taught me how to play or gave me advice on how to build my decks. I learned through tournaments, trial and error, and watching others. Even though I have a few minor wins under my belt there are still things I do not know and understand, but hey, if I can help someone with as inexperienced as I am, I'm happy.

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Posted 15 May 2013 at 03:58

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I started around M12, got hooked from my friend eddy. First deck was a blue-green-red deck made of borrowed cards.

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Posted 15 May 2013 at 21:34

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It's funny cause I have a friend named eddy who plays magic.

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Posted 16 May 2013 at 02:03

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planeswalker999 has deleted this comment.

Posted 16 May 2013 at 21:28

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I have now. I'm in Florida.

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Posted 16 May 2013 at 21:40

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oh, okay. thought you were somebody I knew

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Posted 16 May 2013 at 21:44

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Ha I learned to play at the prerelease and my deck was built there and then tweaked later on. It was a green blue red with mana ramp and evolve and the red was thrown in for rubblehulk, domri rade, and ground assault. I dismantled it a long time ago.

Florida? I was born and raised in Jacksonville, Florida. Although I live in tennessee now.

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Posted 17 May 2013 at 05:49

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Panama City, the best place to be during spring break. jk.

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Posted 17 May 2013 at 05:57

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my blue/green/red used all bacic land, no rares, and focused on a combination of arc runner, wall of frost, and ice cage (with an overrun)

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Posted 17 May 2013 at 13:33

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I'd change "Bred for the Hunt" for "Fathom Mage" instead. If you're dealing damage to your enemy by turn three in a evolve deck, you're already hitting hard. If you're hitting hard, then you are logically speaking just winning. Fathom mage might cost 1 more mana, but it is a much safer choice for getting those cards back in hand in case the enemy wipes the board or just to get more cards to spend your mana on. Bred for the Hunt is what I would call a "candy land" card. A card that makes you win even more when you're already winning and doesn't help with recovering from losing.
Those are just my 2 cents :)

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Posted 14 May 2013 at 23:26

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Interesting, I see what you mean there. I suppose I like it because an enchantment can be harder for a player to remove unless they've chosen to throw in something for enchantment destruction. My first simic deck early on had fathom mage and she'd just get blasted away by burn spells before I could really use her. People would immediately see her and target her just to annoy me. I suppose everyone's play style is determined a bit by who their nearby players are and what their play style is.

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Posted 15 May 2013 at 02:58

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A card that I personally love is the "Ooze Flux". Basically, when you play it's ability, you can more often than not just remove a counter from each and every evolve card you control and put a giant slime into play that evolves them again. This works like a charm with cards like Renegade Krasis or Fathom Mage. If you play a small evolve card late game, you could also use Ooze Flux to evolve that card.

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Posted 15 May 2013 at 14:29

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(it also works great on undying creatures! If you really really want to, you could look at my own Simic deck to maybe get some inspiration. It is not completely done, though and I am considering removing one or two kinds of cards depending on which ones I don't like drawing in mid game. The decks name goes by "Number Six" and can be found on my profile! You could also just use this link)
http://www.mtgvault.com/lankeonluck/decks/number-six/

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Posted 15 May 2013 at 14:32

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very very true. I really like this idea actually ha. I just wish I had that card.

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Posted 16 May 2013 at 03:30

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