Simic Fluxmage 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.),
: Move a +1/+1 counter from this creature onto target creature.
How it works : Simic Fluxmage
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
- #2· 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.
- #3· 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.
- #4· 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.
- #5· 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.
- #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
If the creature is an illegal target when Simic Fluxmage’s ability tries to resolve, it won’t resolve and none of its effects will happen. No counters will be removed from Simic Fluxmage.
No other card is named in this ruling.
- #8· Wizards of the Coast
To move a counter from one creature to another, the counter is removed from the first creature and placed on the second. Any abilities that care about a counter being placed on the second creature will apply.
No other card is named in this ruling.
Legal formats
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Meta decks with Simic Fluxmage
No archived Top 8 deck with this card yet.




