Simic Fluxmage

Simic Fluxmage card image

Simic Fluxmage: Creature - Merfolk Wizard, Gatecrash. Evolve. 1U, Tap: Move a +1/+1 counter from this creature onto target creature. On Mana Grove.

Mana cost
{2}{U}
Mana value
3
Type
Creature - Merfolk Wizard
Colour identity
Blue (U)
Power / toughness
1/2
Rarity
Uncommon
Set
Gatecrash (GTC)
Released
2013-02-01
Collector number
49
Artist
Karl Kopinski
Commander rank
23,355 (by how often it appears in Commander decks)
Keywords
Evolve

Build around this card with Grover

About Simic Fluxmage

Simic Fluxmage is a Magic: The Gathering card, an uncommon blue creature from Gatecrash (GTC), an expansion set released in February 2013. It is collector number 49 in that set, with art by Karl Kopinski. It costs {2}{U} (two generic and one blue mana) to cast, for a mana value of 3. It is a 1/2 creature. Its colour identity is blue. It is legal in Pioneer, Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker and Penny Dreadful. Gatecrash is its only printing so far. The latest aggregated market price for this printing is $0.17 (normal finish, as of 2026-11-12).

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.)

{1}{U}, {T}: Move a +1/+1 counter from this creature onto target creature.

Market price

Latest aggregated market price for the normal finish of this printing: $0.17 (as of 2026-11-12).

The figure covers this printing only; other printings carry their own price on their own page.

Format legality

Legality of Simic Fluxmage by format. Formats in which it is not legal are not listed.

PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
CommanderLegal
Duel CommanderLegal
OathbreakerLegal
Penny DreadfulLegal

Official rulings

The 8 most recent official rulings for Simic Fluxmage, newest first.

  • 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.
  • 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.
  • 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.
  • 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.
  • When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
  • 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.
  • 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.
  • 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.

Similar cards

Other creature cards with a blue colour identity, ranked by how often they appear in Commander decks.

In these card lists

These card lists include Simic Fluxmage.

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