Simic Combine: Difference between revisions

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They also readily experiment on themselves, splicing and grafting and mutating themselves for fun and profit. This leads to all kinds of weird mutant creatures being part of the upper echelons - according to the cards, new recruits to the Combine actually have "test subject" as one of their primary duties, so they better hope they manage to survive the bio-warping long enough to make a name for themselves in the guild, as opposed to, y'know, breaking down into a [[slime|mindless puddle of ravenous protoplasm]] or something.
They also readily experiment on themselves, splicing and grafting and mutating themselves for fun and profit. This leads to all kinds of weird mutant creatures being part of the upper echelons - according to the cards, new recruits to the Combine actually have "test subject" as one of their primary duties, so they better hope they manage to survive the bio-warping long enough to make a name for themselves in the guild, as opposed to, y'know, breaking down into a [[slime|mindless puddle of ravenous protoplasm]] or something.
== Mechanics ==
=== Graft ===
Representing the original guild leader's dubious understanding of patient consent. Creatures with graft come into battle with +1/+1 counters, then when a new creature enters the battlefield, you can move a +1/+1 counter off the creature with graft onto the new one.
=== Evolve ===
Representing a more rigorous system of iterative improvements used by the time of Return to Ravnica. A creature with evolve gains a +1/+1 counter whenever a creature with higher power or toughness enters the battlefield


{{Template:Ravnica Guilds}}
{{Template:Ravnica Guilds}}

Revision as of 16:19, 1 October 2018

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The Simic Combine is one of the ten Guilds of Ravnica in Magic: The Gathering. Based around the combination of Blue Mana and Green Mana, their philosophy is essentially one of "Mad Biology"; they believe that nature exists to be studied, experimented upon, enhanced and improved. They are Ravnica's masters of fleshcrafting, shaping and engineering all kinds of mutants, monsters and the magical equivalent of genetically-engineered life-forms - ostensibly to create creatures that will better serve the city and be better adapted to Ravnica's urban ecologies, but in practice often just for the fun of it.

They also readily experiment on themselves, splicing and grafting and mutating themselves for fun and profit. This leads to all kinds of weird mutant creatures being part of the upper echelons - according to the cards, new recruits to the Combine actually have "test subject" as one of their primary duties, so they better hope they manage to survive the bio-warping long enough to make a name for themselves in the guild, as opposed to, y'know, breaking down into a mindless puddle of ravenous protoplasm or something.

Mechanics

Graft

Representing the original guild leader's dubious understanding of patient consent. Creatures with graft come into battle with +1/+1 counters, then when a new creature enters the battlefield, you can move a +1/+1 counter off the creature with graft onto the new one.

Evolve

Representing a more rigorous system of iterative improvements used by the time of Return to Ravnica. A creature with evolve gains a +1/+1 counter whenever a creature with higher power or toughness enters the battlefield

Guilds of Ravnica

Azorius Senate

Orzhov Syndicate

House Dimir

Izzet League

Cult of Rakdos

Golgari Swarm

Gruul Clans

Boros Legion

Selesnya Conclave

Simic Combine