Evolution: General Information

Printable
Evolution: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | General Information | Idea and Principles

Mechanics:

Evolution has 2 keyworded mechanics, Curve and Lurk and both are meant to change the importance of the cards in your hand as the game progresses.

Curve: Curve N - (If you cast this spell on a player’s N turn, it gains this effect.) Effect

All the cards with curve in the Evolution set have a curve equal to the converted mana cost of the card with curve, for example:

Cliff Minotaur 2RR Creature - Minotaur (C) Curve 4 - (If you cast this spell on a player’s fourth turn, it gains this effect.) Cliff Minotaur enters the battlefield with a +1/+1 counter on it. 3/3

The range of curve is from 1-4, there are only 3 rares that have curve 5 on them. This is mainly because later than this it proves to be really difficult for some player to keep track of which turn is it, especially if they've missed a land drop or two. The first four turns however are really easy to keep track of, even if you've missed a land drop.

Curve allows for some interesting choices, but in this first set its meant to be pretty straightforward, you get the extra bonus if you cast it the turn its meant to be cast, this particular kind of curve is really good in aggresive decks, as they generally try to search for ways to make their 'casting curve' so that they take max benefit the first 4 turns of the game, since the whole Curve mechanic works only the first four (mostly) turns of the game (in this first set), it strengthens aggressive decks.

Lurk: Lurk {cost}(You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)

Lurk gives you a choice with your creatures, you can either cast them as usual from your hand, or you can play them as a land that taps for colorless mana, and later turn them face up by paying the lurk cost, this mechanic is similar to morph, but isntead of paying 3 to get a 2/2 creature, you spend your land drop and get a colorless land. (Note that when you turn a lurk card face up it enters the battlefield with summoning sickness)

An example of a lurk creature:

Druid of the Claw 1GG Creature - Cat Druid Whenever Druid of the Claw or another creature you control is turned face up, you may draw a card. Lurk 3GG (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.) 2/3

There are some aggressive Lurk creatures, but many of them are better for midrange or control, since its their whole concept as being able to play the as lands first, and then turning up really helps decks like GR ramp.

Updated on 11 Dec 2010 by Veredictum