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Simic Fluxmage

~$0.07 low · ~$0.44 high

Blue. Creature — Merfolk Wizard

two generic manaone blue mana

No. 49What the codes mean

Simic Fluxmage

Gatecrash #49 · Illustrated by Karl Kopinski

What is Simic Fluxmage worth?

Cheapest copy

~$0.07

Non-foil · Gatecrash #49

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Highest TCGplayer price

~$0.44

Foil · Gatecrash #49

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2 prices from $0.07 to $0.44. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle 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.)

one generic manaone blue mana, tap this permanent: Move a +1/+1 counter from this creature onto target creature.

1/2

The only printing of Simic Fluxmage

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

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Card details

First printed
2013
Printings
1
Mana value
3
EDHREC rank
#23,803 on EDHREC (Commander popularity)
Keywords
Evolve
Artist
Karl Kopinski

What the codes mean

The small print at the bottom of the Gatecrash card (#49).

49

  • 49Collector number: this card's place in the set list. Main-set cards print it over the set's card count.

Cards from 1998 to mid-2014 print the collector number over the set's card count (like 90/383) next to the copyright line. They have no rarity letter, set code or language code: the set symbol and its colour show the set and rarity.

How to read a Magic card: every part and code, on real cards.

Card breakdown

The parts of Simic Fluxmage, read from the Gatecrash printing. How to read any Magic card.

Name
Simic Fluxmage. Rules use the English name in every language.
Mana cost
two generic manaone blue manaMana value 3: the total mana in the cost, colors ignored.
Type line
Creature is the card type. Merfolk and Wizard are subtypes, after the dash.
Text box
What the card does. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.
Power / toughness
1/2: power is the combat damage it deals; toughness is how much damage destroys it.
Illustration
By Karl Kopinski. The art has no effect on the game.
Set symbol
Gatecrash. Silver means uncommon.
Collector number
49 = collector number: this card's place in the set list. Main-set cards print it over the set's card count.
Artist
Karl Kopinski, after the paintbrush.
Copyright
Wizards of the Coast's copyright notice, with the year.

Keywords

EvolveCR 702.100
Whenever a creature with greater power or toughness enters under your control, put a +1/+1 counter on it.

Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.

Rulings (8)

  1. 2013-01-24

    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.

  2. 2013-01-24

    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.

  3. 2013-04-15

    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.

  4. 2013-04-15

    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.

  5. 2013-04-15

    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.

  6. 2013-04-15

    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.

  7. 2013-04-15

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

  8. 2013-04-15

    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.

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