Fathom Mage is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is put on this creature, you may draw a card.
Complete guide
Dive into the depths of the Simic Combine with Fathom Mage, a Human Wizard that turns physical growth into mental superiority. This card is a powerhouse in decks that focus on +1/+1 counters, allowing you to cycle through your library as your board presence expands. By mastering the Evolve mechanic and its draw trigger, you can ensure you never run out of resources.
How Evolve Works
Evolve is a triggered ability that checks whenever another creature enters the battlefield under your control. It performs a specific comparison: if the new creature's power is greater than Fathom Mage's power, OR if its toughness is greater than Fathom Mage's toughness, the ability triggers. Note that this check happens twice—once when the creature enters, and again when the ability tries to resolve. If neither stat is higher at both times, you won't get a counter.
The Drawing Sequence
Fathom Mage's second ability is what makes it special. Whenever a +1/+1 counter is put on it, you may draw a card. This triggers for every single counter; if an effect puts three counters on it at once, you get three separate draw triggers. This isn't limited to Evolve triggers either; any effect that adds +1/+1 counters will fuel your hand.
Common Pitfalls
The most common mistake is forgetting the 'intervening if' clause of Evolve. If you have a 1/1 Fathom Mage and two 2/2 creatures enter at the same time, both trigger Evolve. However, once the first trigger resolves, Fathom Mage becomes a 2/2. When the second trigger checks the stats again, the 2/2 newcomer is no longer 'greater' than the 2/2 Mage, so the second counter is not placed.
When to Play Fathom Mage
Fathom Mage is best played when you have a hand full of creatures with varying stats. Starting as a 1/1, it is very easy to trigger Evolve. It is particularly effective in formats where you can reliably place counters via spells or other creature abilities, turning every buff into a 'draw a card' spell.
Interaction examples
If you control Fathom Mage as a 1/1 and play Solemn Simulacrum, the Golem's 2/2 stats are greater than the Mage's 1/1. Evolve triggers. When it resolves, Fathom Mage gets a +1/+1 counter, becoming a 2/2. This then triggers the Mage's second ability, allowing you to draw a card in addition to the land you searched for with the Simulacrum.
With a 1/1 Fathom Mage on the field, casting Eternal Witness (a 2/1) will trigger Evolve because the Witness's power (2) is greater than the Mage's power (1). Even though the toughness is the same, Evolve only needs one stat to be higher. You will get to return a card from your graveyard and draw a card from the resulting +1/+1 counter.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Fathom Mage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
No other card is named in this ruling.
- #2· Wizards of the Coast
When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
No other card is named in this ruling.
- #3· Wizards of the Coast
Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
No other card is named in this ruling.
- #5· Wizards of the Coast
When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.
No other card is named in this ruling.
- #6· Wizards of the Coast
If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
No other card is named in this ruling.
- #7· Wizards of the Coast
Fathom Mage's last ability will trigger whenever any +1/+1 counter is placed on it, not just ones due to the evolve ability.
No other card is named in this ruling.
- #8· Wizards of the Coast
If Fathom Mage enters with a +1/+1 counter on it (perhaps due to Master Biomancer), its last ability will trigger once for each +1/+1 counter it entered with.
No other card is named in this ruling.
- #9· Wizards of the Coast
If multiple +1/+1 counters are placed on Fathom Mage simultaneously, its last ability will trigger once for each of those counters.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Fathom Mage + Wizard Class
- 1Draw a card.
- 2Wizard Class triggers, putting a +1/+1 counter on Fathom Mage.
- 3Fathom Mage triggers, causing you to draw a card.
- 4Repeat from step 2.
Fathom Mage + Lyla, Holographic Assistant
- 1Draw a card.
- 2Lyla triggers, putting a +1/+1 counter on Fathom Mage.
- 3Fathom Mage triggers, causing you to draw a card.
- 4Repeat from step 2.
Fathom Mage + Iron Man, Armored Avenger
- 1Draw a card.
- 2Iron Man triggers, putting a +1/+1 counter on Fathom Mage.
- 3Fathom Mage triggers, causing you to draw a card.
- 4Repeat from step 2.
Fathom Mage + Stark's Ingenuity
- 1Draw a card.
- 2Stark's Ingenuity triggers, putting a +1/+1 counter on Fathom Mage.
- 3Fathom Mage triggers, causing you to draw a card.
- 4Repeat from step 2.
Fathom Mage + Archangel of Thune + Horizon Chimera
- 1Cast Horizon Chimera by paying
.
- 2Horizon Chimera enters the battlefield, triggering Fathom Mage.
- 3Resolve Fathom Mage's trigger, putting a +1/+1 counter on Fathom Mage and drawing a card.
- 4Horizon Chimera triggers, gaining you 1 life.
- 5Archangel of Thune triggers, putting a +1/+1 counter on each creatures you control.
- 6Repeat from step 3.
Fathom Mage + Heliod, Sun-Crowned + Horizon Chimera
- 1Cast Horizon Chimera by paying
.
- 2Horizon Chimera enters the battlefield, triggering Fathom Mage.
- 3Resolve Fathom Mage's trigger, putting a +1/+1 counter on Fathom Mage and drawing a card.
- 4Horizon Chimera triggers, gaining you 1 life.
- 5Heliod triggers, putting a +1/+1 counter on Fathom Mage.
- 6Repeat from step 3.
Fathom Mage + Shabraz, the Skyshark + Archangel of Thune
- 1Gain life.
- 2Archangel of Thune triggers, putting a +1/+1 counter on each creature you control.
- 3Fathom Mage triggers, causing you to draw a card.
- 4Shabraz triggers, causing you to gain 1 life and put a +1/+1 counter on it
- 5Repeat from step 2.
Fathom Mage + Shabraz, the Skyshark + Heliod, Sun-Crowned
- 1Gain life.
- 2Heliod triggers, putting a +1/+1 counter on Fathom Mage.
- 3Fathom Mage triggers, causing you to draw a card.
- 4Shabraz triggers, causing you to gain 1 life and put a +1/+1 counter on it
- 5Repeat from step 2.
Legal formats
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Meta decks with Fathom Mage
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Eternal Witness






