Last updated on November 1, 2025

Uro, Titan of Nature's Wrath | Illustration by Vincent Proce
Creatures get a lot of love in Magic these days. When I think of the best cards that have come out in the past few years, they're often creatures: Vivi Ornitier, Nadu, Winged Wisdom, Orcish Bowmasters, Emberheart Challenger. They just get awesome abilities that are pushed to the moon.
Simic () creatures are especially powerful. Green is the color of creatures, and adding blue means those creatures are influenced by Magic's best color (that equals an awful lot of card draw). Simic's creature offerings include terrifying threats that warped Constructed formats and some of the best commanders in the game.
Let's check them out!
What Are Simic Creatures in MTG?

Uro, Titan of Nature's Wrath | Illustration by Vincent Proce
Simic creatures in MTG have a green-blue, or Simic color identity. They might have mana symbols in their cost, or a double-faced card with blue on one side and green on the other, and so on.
Simic creatures are often value oriented. They provide a resource advantage that accumulates over several turns to give you all the card draw or mana production or whatever. Of course, there are some aggressive cards that lean on green as the color of oversized creatures.
The best Simic creatures take those traits so far that they must be answered, or that answering them once isn't good enough because they were a two-for-one. High-impact, efficient creatures naturally rise to the top of the list—including more than a few banned cards.
#34. Biovisionary
You could win the game by attacking, or with a combo, but Biovisionary offers a secret third option with its alternate win condition. It's a great meme to strive for, though Commander players might find it trickier to get four copies in play than a Constructed player.
#33. Doc Aurlock, Grizzled Genius
Doc Aurlock, Grizzled Genius doesn't fit into every deck, but decks with enough graveyard synergies or impulse draws love the Doc as an incredibly efficient cost reducer.
#32. Coiling Oracle
If you want cheap creatures with good enters abilities to flicker, copy, or bounce, Coiling Oracle should be near the top of the list. You either draw a card or ramp; both are worthwhile when attached to a 2-mana 1/1.
#31. Cold-Eyed Selkie
Cold-Eyed Selkie sees play in counter decks, but it also plays nicely with equipment or cards like Unruly Krasis that modify its power. If you can boost its power without investing too many resources—it's fragile and has no protection—you have a nasty draw engine on your hands.
#30. Colossal Skyturtle
The draw to Colossal Skyturtle has little to do with its stats and everything to do with the channel abilities. Channeling goes on the stack as an ability, not a spell, so regular countermagic can't handle it. This isn't exactly an uncounterable bounce spell or Regrowth since Stifle effects exist, but it's very close—and very versatile, since you get both options on one card.
#29. Mystic Snake + Frilled Mystic
Frilled Mystic and Mystic Snake are just solid two-for-ones. They play nicely with bounce spells like This Town Ain't Big Enough and flicker spells to construct an engine that shuts down your opponents, or you can just counter a spell and attack for damage. These don't scale well in Commander, but they’re great in Cube.
#28. Keruga, the Macrosage
To make Keruga, the Macrosage your companion requires that you take the first turns of the game off. That's a deal-breaker in most Constructed 1v1 formats, where early pressure is the name of the game, but EDH? Casual decks aren't fast enough to punish this. I personally enjoy playing it with Kellan, Inquisitive Prodigy since you can cast the adventure on turn 2, which mitigates the companion's primary weakness.
#27. Pond Prophet
Elvish Visionary effects are always useful. Pond Prophet is particularly handy due to its hybrid cost, which counts as two pips of blue or green devotion for cards like Nykthos, Shrine to Nyx.
#26. Slippery Bogle
Few creatures are so notorious that archetypes are named after them, but the legacy of Slippery Bogle endures across formats as the name for decks that pile auras atop hexproof or otherwise hard-to-remove creatures. The Bogle enables that well as a ludicrously cheap card. It doesn't look like much as a 1-mana 1/1, but wait until I slap Rancor, All That Glitters, and Ethereal Armor onto it while Fatal Push wastes away in your hand.
#25. Biomancer's Familiar
Few decks rely on activated abilities, so Biomancer's Familiar doesn't pop up often. But, where warranted, it's one of the best. Imagine playing Kenrith, the Returned King without this! It’s the Familiar that can't be justified in 99% of decks, but that remaining 1% can't function without it.
#24. Edric, Spymaster of Trest
Edric, Spymaster of Trest adds spice to your EDH pod since it encourages your opponents to attack each other and leave you alone. It feels like a precursor to the monarch cards. Commander decks with this in charge exploit unblockable creatures like Slither Blade alongside extra turn spells to end the game with a thousand cuts, but it works in the 99 of a flying or group hug deck.
#23. Murkfiend Liege
Murkfiend Liege works best as a pseudo-mana doubler. The untap trigger lets you reuse all your mana dorks, from Bloom Tender to Birds of Paradise, for a ton of mana on each player's turn. That plays nicely with mana sinks like Kinnan, Bonder Prodigy or Thrasios, Triton Hero.
#22. Genemorph Imago
Simic landfall cards generally focus on accruing value by drawing cards or making tokens or something, but Genemorph Imago takes a more aggressive stance on the mechanic. Baseline, this attacks as a 3/3 flying creature that eventually hits as a 6/6. But it also helps to force through creatures like Azure Beastbinder with strong attack triggers, and multiple land drops (perhaps form a fetch land, or a Scapeshift) turn this into a late-game threat that wins easily.
#21. Bonny Pall, Clearcutter
Simic has no shortage of exceptional top end creatures, but Bonny Pall, Clearcutter does so much. Since it makes Beau, you have upwards of 12 power that enters the battlefield; since the attack trigger works with any creature, you draw a card that same turn. That's a three-for-one the turn it hits play. If it sticks, you get a free Growth Spiral every turn. Since it makes two bodies, basically the only clean answer is a board wipe or counterspell. It just does so much and poses so many problems to your opponents that you can't overlook it.
#20. Arixmethes, Slumbering Isle
Arixmethes, Slumbering Isle is basically an Explosive Vegetation that triggers creature synergies like Beast Whisperer and works well with untap effects like Kiora's Follower. Once you cast enough spells, you have a 12/12 to beat face with. Whether you exploit the massive body or the mana advantage, this swings the game in your favor.
#19. Fathom Mage
Fathom Mage is one of Simic's strongest +1/+1 counter payoffs—powerful enough to be a draw to Simic counters over Selesnya () counters. It doesn't even need a counter distributor to kicks things off! It takes a lot to make a 4-mana 1/1 playable, but this one manages.
#18. Adrix and Nev, Twincasters
Token doublers like Parallel Lives and Doubling Season have the distinct weakness of not impacting the board, despite their high mana costs. Adrix and Nev, Twincasters corrects this with a body, however small. It's also legendary, so you can use it as your commander or tutor it up with cards like Captain Sisay and Hour of Need. You need to build around it a little, but it's worth it.
#17. Hakbal of the Surging Soul
Hakbal of the Surging Soul has become the merfolk commander of choice, and one of Simic's most built commanders. Its combination of card advantage and +1/+1 counter distribution makes it a fierce threat that draws on many Simic synergies for an impactful threat.
#16. Ice-Fang Coatl
Elvish Visionary with flash and flying would be an exceptional card, but Ice-Fang Coatl takes it further with eventual deathtouch. The child of Baleful Strix and Ambush Viper is well worth contorting your mana base around it to hit the requisite snow permanents.
#15. Kishla Skimmer
Wizards has printed no shortage of cards that trigger when cards leave your library, and Kishla Skimmer is one of the stronger ones. It's a super efficient draw engine you can trigger passively by playing lands with Crucible of Worlds or activating Tortured Existence. Passive card advantage like that wins games, eventually.
#14. Hydroid Krasis
Most X-spells thrive off flexibility. Hydroid Krasis isn't super flexible since you never want to cast it as a 1/1, but the longer the game goes, the better a threat it becomes. You generally don't want to cast it for less than 6 mana, at which point it's an exceptional threat; every extra bit of mana puts your opponents further behind.
#13. Ezuri, Claw of Progress
Ezuri, Claw of Progress won't see play outside of the command zone, but it excels there. Experience counters are busted because your opponents can't typically interact with them. Once you have four or five experience counters (a snap thanks to Simic's ample proliferate abilities), Ezuri makes even the slightest creature into a serious threat, and your opponent can't stop Ezuri by killing it since you retain the experience counters. They can slow it down, but rarely stop it.
#12. Prime Speaker Vannifar
Prime Speaker Vannifar is just Birthing Pod on a conveniently legendary stick so you can run it in the command zone and use creature untap effects like Aphetto Alchemist to use it multiple times. It offers a great build around and decent redundancy for Commander players who can't run four Birthing Pods.
#11. Prophet of Kruphix
If you thought Time Warp was good, you should check out Prophet of Kruphix: It gives you three extra turns for the same mana cost! At least, that's the rationale that got it (rightfully) banned in Commander. Mana doublers are strong enough without a way to spend the mana, which makes this a nasty threat. You can achieve a similar effect with Seedborn Muse and Yeva, Nature's Herald, but it's never the same.
#10. Koma, Cosmos Serpent
Koma, Cosmos Serpent plays best in Commander because you get four upkeeps to make Koma's Coils. That's two extra bodies to double with Parallel Lives, to draw cards with Elemental Bond, to trigger Spawning Kraken. This is a must-kill commander with ample built-in protection—perfect for a grindy ramp deck in Bracket 3.
#9. Unruly Krasis
If you want to smack your opponents hard, look to Unruly Krasis. This is a nasty threat in Cube; playing it turn 2 after a mana dork often means attacking for 8 on turn 3. Four toughness is incredibly relevant because it allows this to survive Lightning Bolt and much other cheap interaction, and the threat to adapt it later makes it relevant when you have some extra mana. This is the complete package.
#8. Aesi, Tyrant of Gyre Strait
Mana generation and card advantage on one card will always be okay, but Aesi, Tyrant of Gyre Strait takes that way further since its card draw is attached to landfall. Playing two fetch lands (a snap considering how many Crucible of Worlds variants exist) draws four cards. Three Visits cantrips. The generic value makes it a robust commander that preys upon the slow, ramp-heavy format of EDH.
#7. Risen Reef
If you thought Coiling Oracle was cool, you should check out Risen Reef—it extends that powerful ability to all your elementals. It's a nasty threat when you build around it with other impactful elementals like the various Omnaths and the incarnations from Modern Horizons 2.
#6. Shardless Agent
Cascade spells are just broken. You cast Shardless Agent, and you get two spells for the price of one. Many Modern decks build around cascade by making the only possible target in their deck Crashing Footfalls or Living End so they tutor up and cast the game-breaking spell whenever they please.
#5. Thrasios, Triton Hero
Thrasios, Triton Hero will never be the star of the command zone, but it's still one of the strongest partners for two reasons. Firstly, it gives your deck access to blue, which means countermagic, Rhystic Study, and Thassa's Oracle. It's also an infinite mana outlet that leads to an easy win. It hits all the right notes to work in cEDH, and it's great in casual EDH as a mana sink.
#4. Tamiyo, Inquisitive Student / Tamiyo, Seasoned Scholar
Tamiyo, Inquisitive Student is an exceptional threat due to its efficiency. One mana gets you a Clue engine that eventually becomes a dangerous planeswalker: Tamiyo, Seasoned Scholar. The sheer card advantage demands an answer or it takes over games. The planeswalker works particularly well with extra turn spells like Time Warp.
#3. Kinnan, Bonder Prodigy
Do you ever look at a Magic card and wonder why Wizards did that? Did we really need a 2-mana mana doubler? Did it really need an activated ability that uses the mana and puts cards like Vorinclex, Voice of Hunger into play?
Kinnan, Bonder Prodigy amplifies many of Magic's best cards and provides the most impactful resources in the game, plus it's a combo piece that serves as an infinite mana outlet. It's no wonder this sees so much play in cEDH.
#2. Uro, Titan of Nature's Wrath
Did you know Growth Spiral was banned in Standard because of its combination of card draw and mana advantage? Would you be surprised to hear that a 6/6 version of it was banned in Standard, and other formats as well?
Uro, Titan of Nature's Wrath might be the perfect threat. It cantrips and provides a mana advantage, and it requires exile-based removal or graveyard hate to stay down. Filling the graveyard is a cinch with cheap removal, cantrips, and fetch lands. If this sticks around for a few turns, the combination of pressure and card advantage buries your opponents—especially since gaining 3 life means your opponent can't race you.
#1. Nadu, Winged Wisdom
Nadu, Winged Wisdom had an impressive track record of breaking formats right after its release. It just does too much. Since the trigger ability puts the lands directly into play, you can trigger it with Bristly Bill, Spine Sower and similar effects, or creature tokens with Springheart Nantuko to make more creatures to trigger more times. It broke Magic; you know how the deck works. Nadu can't even be removed profitably since it always replaces itself. This is Simic value dialed beyond busted, into “shred the design file” territory.
Wrap Up

Ice-Fang Coatl | Illustration by Filip Burburan
Simic's creatures have a history of breaking the game, probably because Wizards lets them draw cards or create mana without much of a restriction. Even the fair ones offer incredible value if they stick around for a couple of turns. At least you can't say Simic creatures don't have an identity.
What's your favorite Simic creature? Do you like how Wizards designs them? Let me know in the comments below or in the Draftsim Discord!
Stay safe, and thanks for reading!
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