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Simic ManipulatorHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Gatecrash· February 1, 2013
Carte Magic Simic Manipulator

Simic Manipulator 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.

01

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.) {T}, Remove one or more +1/+1 counters from this creature: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.

Complete guide

Simic Manipulator is a versatile tool for blue mages who love to see their creatures grow before taking over the board. By utilizing the Evolve mechanic, this Mutant Wizard can eventually seize control of even the mightiest foes.

Understanding Evolve

Evolve is a keyword ability that triggers whenever a creature enters the battlefield under your control with power or toughness higher than Simic Manipulator. When this happens, a check occurs twice: once when the creature enters to see if the ability triggers, and again when the ability resolves. If, at the moment of resolution, the new creature no longer has a higher stat, the Manipulator does not receive a +1/+1 counter.

The Control Ability

To activate the second ability, you must tap Simic Manipulator and remove one or more +1/+1 counters as a cost. The number of counters you choose to remove determines the maximum power of the creature you can target. Importantly, the target's power is checked again upon resolution. If the target's power is boosted in response to be greater than the number of counters removed, the ability will fail to resolve and the counters spent are lost.

Common Pitfalls

Players often forget that you compare power to power and toughness to toughness for Evolve. You cannot trigger Evolve if a 2/1 enters while you have a 1/2, as the power is greater but the toughness is not. Additionally, remember that the control effect is permanent; it does not end at the turn's end, and you do not lose control if Simic Manipulator leaves the battlefield later.

Strategic Timing

Because Simic Manipulator starts as a 0/1, almost any creature will trigger its Evolve ability initially. It is often best to wait until the Manipulator has enough counters to steal a key engine or a commander. Removing counters shrinks the Manipulator, making it easier to trigger Evolve again with smaller creatures in subsequent turns.

Interaction examples

Accelerating Growth

When Solemn Simulacrum enters the battlefield, its 2/2 stats are compared to Simic Manipulator's base 0/1. Since both power and toughness are greater, Evolve triggers. Upon resolution, Simic Manipulator receives a +1/+1 counter, becoming a 1/2. You can now remove that one counter to gain control of any creature with power 1 or less.

Double Evolve Triggers

If you play Roaming Throne and choose 'Wizard' as its type, its 4/4 stats will trigger Evolve on your Simic Manipulator. Because Roaming Throne is a Wizard, its static ability causes the Manipulator's Evolve to trigger an additional time. You will resolve two separate Evolve triggers, placing two +1/+1 counters on the Manipulator, provided its stats remain lower than 4/4 during each resolution.

Step-by-Step Theft

1. You control a 0/1 Simic Manipulator. 2. Solemn Simulacrum enters; Evolve triggers and resolves, making the Manipulator a 1/2. 3. Next, Roaming Throne enters (choosing Wizard); Evolve triggers twice. The first trigger makes the Manipulator a 2/3, and the second makes it a 3/4. 4. You now have three +1/+1 counters. You can tap the Manipulator and remove all three counters to target a creature with power 3 or less. If the ability resolves, you gain permanent control of that creature.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Simic Manipulator

Original English text — Wizards of the Coast / Scryfall

  1. #1· 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.

  2. #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. #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. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· Wizards of the Coast

    The power of the target creature is checked both as you target it and as the ability resolves. If the power of the target creature when the ability resolves is greater than the number of +1/+1 counters removed from Simic Manipulator, the ability won’t resolve and none of its effects will happen. You won’t gain control of any creature, but the counters removed as a cost remain removed.

    No other card is named in this ruling.

02

Legal formats

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