|The Simic Combine|
Momir Vig (deceased)|
Project Kraj (dismembered)|
|Signet Flavor Text|
|"For the Simic Combine, its sigil serves not as an emblem of honor but as a trademark. Its familiar image on any biological commodity attests to superb craftsmanship, ingenious innovation, and higher cost." — Simic Signet|
- 1 Background
- 2 Storyline
- 3 In the game
- 4 Creature types
- 5 Notable members
- 6 Gallery
- 7 Notes and references
- 8 External links
Background[edit | edit source]
The Simic Combine is Ravnica's steward of nature and the wild; its mission is to preserve the natural world even as Ravnica's cities continue to grow. The guild seeks to protect the elements of the plane that are incompatible or mutually exclusive with its overpopulated, urban conditions. The guild uses magic to coax new morphologies from existing creatures, as well as to combine traits from multiple organisms in one. Some of these are unique creatures that can't reproduce. A few multiply and become part of the guild's fabric.
The emotionally distant relationship that the Simic biomancers have with the rest of Ravnica's society makes the common man wary of the guild, thinking of them as crazy mutant makers. Even so, the Simic make up the physicians of Ravnica and so injuries and illness are taken to the reputable doctors.
Clades[edit | edit source]
Where other cultures are divided by species, caste or role, within the Simic Combine, members are divided by Clade. A Clade is a group that's focused on a specific aspect or project. Some of the clades include:
- Hull Clade, focussing on protection, defense and durability.
- Fin Clade, focussing on movement of creatures (especially flying creatures) as well as, movement of resources through systems.
- Crypsis Clade, focussing on camouflage and magic designed to hide knowledge or operations.
- Gyre Clade, focussing on redirecting or nullifying magic and advancing nature.
Factions[edit | edit source]
Independently from the Clades operate factions about the interpretation of Simic philosophy. Two are known: The Utopians, who focus on a harmonic union between civilization and nature, where evolution is a slow, guided process; and the Adaptionists, who believe that the guilds exist in a fragile ecosystem in which the slightest imbalance can have cascading effects, and thus seek to make steps that will ensure their survival.
Though not ouright stated, it is likely that Momir Vigs followers constituted their own factions, the Vigians, who saw nature as something to be molded and subdued in order to enhance civilization.
Guardians[edit | edit source]
In recent years the Simic Combine has extended its research to humanoid subjects, magically transferring the traits of various animals into human, elves and vedalken. The goal of the Guardian Project is to build an army perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to the themselves as guardians.
The Speakers' Chamber[edit | edit source]
The Speakers' Chamber is a secretive body of all nine Zonot speakers. The Prime Speaker is considered to be the guildmaster of the Simic.
Storyline[edit | edit source]
Ravnica block[edit | edit source]
The original purpose of the Simic Combine was to preserve the health of all Ravnican life-forms. They were devoted to the study of life, medicines, and biomancy. But just as life can adapt, so did the Combine. Momir Vig, the Simic guildmaster, was dissatisfied with this original purpose and formed a new purpose: to improve upon life-forms of Ravnica. For this, he created cytoplasts, a bio-magical mass of living tissue, appearing as blue-green globules. These globules convey genetic information to and from any life-form they come into physical contact with.
Unfortunately for Vig, the people of Ravnica did not want to be improved or to undergo the surgery required to receive the benefits (except Simic members and people requiring prosthetics), so Vig created a new version of cytoplast that only need to come into contact with a host in order to bond with it. This allowed Vig to improve the people of Ravnica without needing their consent.
With the fall of Momir Vig, the Simic were left in disrepair, until Ravnica's subterranean merfolk emerged.
Return to Ravnica block[edit | edit source]
With the reemergence of the guilds and the rediscovery of Ravnica's long gone oceans, through the sinkholes known as Zonots, the Simic were remade from scratch. Embracing long-gone spiritual and holistic concepts of the reappeared merfolk, they rejected Momir Vig's corrupted philosophy and focused on advancing nature through purely magical means. Because of their new focus on the oceans, their philosophy revolves around principles applied to sea-life: the Holdfast, the anchoring, isolationist motion; and the Upwelling, the expansive, upwards-going motion. With this, they form a compromise between isolation and influence on Ravnican society, preserving nature and allowing at least one spot of access to the underground oceans.
Guilds of Ravnica block[edit | edit source]
After Golgari incursions began to threaten Zonot Four, Zegana was replaced as Prime Speaker by Vannifar, a member of the Adaptionist faction who stood for a more practional leadership. Under Vannifar the Simic started the Guardian Project to mutate their more intelligent members into super soldiers. Most Simic scientists and their creations now have gills, and have their experimental units in underwater labs called holdfasts, deep within the zonots.
In the game[edit | edit source]
Guild mechanics[edit | edit source]
Dissension: Graft[edit | edit source]
The Graft mechanic is indicative of cytoplasts; specifically, the "newer" ones of Momir Vig's design. A creature with the Graft keyword comes into play with +1/+1 counters and can later transfer them on to other newly-played creatures.
Gatecrash: Evolve[edit | edit source]
Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.
Ravnica Allegiance: Adapt[edit | edit source]
If a creature has no +1/+1 counters on it, you may pay the adapt cost to put N +1/+1 counters on that creature.
Creature types[edit | edit source]
Species and races[edit | edit source]
Species and races associated with the Simic Combine include:
Any Simic hybridized lifeform is called a krasis.
Notable members[edit | edit source]
Gallery[edit | edit source]
Notes and references[edit | edit source]
- Magic Arcana. (June 01, 2006.) "Dissension Style Guide: Simic", magicthegathering.com, Wizards of the Coast.
- The Magic Creative Team. (December 12, 2012.) "Planeswalker's Guide to Gatecrash: Part 2", magicthegathering.com, Wizards of the Coast.
- The Magic Creative Team. (January 9, 2013.) "The Fathom Edict", magicthegathering.com, Wizards of the Coast.
- James Wyatt and Jeremy Crawford (November 2018). "D&D Guildmasters' Guide to Ravnica", Wizards of the Coast.
- Matt Cavotta. (April 19, 2006.) "Cytoplasts, the Other Blue/Green Meat", magicthegathering.com, Wizards of the Coast.
- James Wyatt (January 2019). "The Art of Magic: The Gathering - Ravnica". Wizards of the Coast
- Mark Rosewater. (February 18, 2013.) "Designing for Simic", magicthegathering.com, Wizards of the Coast.
[edit | edit source]
- Wizards of the Coast. (August 20, 2012.) "Simic Combine", magicthegathering.com, Wizards of the Coast.
- Mark Rosewater. (May 22, 2006.) "Improving Upon Nature", magicthegathering.com, Wizards of the Coast.
- Aaron Forsythe. (June 2, 2006.) "Simic Engineering", magicthegathering.com, Wizards of the Coast.
- Gatherer watermark search for Simic, Gatherer — Wizards of the Coast