Topic: [Standard][Opinions] Evolving BUGs
So with Gatecrash right around the corner, I've been intrigued by the evolve mechanic that Simic is bringing to the table. The new shocklands also make it easy to run a three color deck, as such, I noticed the potential for evolve to pair with Corpsejack Menace to have a bit of fun. Further, splashing black lets one include Golgari Charm which can be a hilarious response to someone's Supreme Verdict.
The deck can be seen here: http://deckbox.org/sets/299659
The basic idea here is to really capitalize on the +1/+1 counters. I'm most concerned with the problems on the front end of the curve, as the 4-6 range practically built itself - 4 drops are Master Biomancers and Corpsejacks, 5 drops include Thragtusks and Conjurer's Closets (flickering things with evolve is epic), and six drops include Deadeye Navigators (more flickering is good) and 2x Prime Speaker Zeganas (flicker her and she guarantees the rest of your board evolves while also letting you draw a bunch of cards - toss in the Corpsejack and you're guaranteed to draw at least 10 cards).
On the front end I have a variety of plays available.
Cloudfin Raptor - potentially the next Delver? In either event it offers a one-drop flyer with evolve - never a bad thing.
Faerie Impostor - offers another one drop flyer, but, more importantly returns creatures to my hand to allow for more evolve triggers.
Shambleshark - the key here is flash, which I also capitalize on with Alchemist's Refuge. This turns any creature card in your hand into a combat trick - take that Gruul and bloodrush!
Elusive Krasis - really this is for the evolve trigger but also to provide a four-toughness three drop to ensure I keep hitting those triggers.
Simic Fluxmage and Simic Manipulator - little known fact, but the way Corpsejack is worded, simply moving those +1/+1 counters results in them doubling. The most useful target being Simic Manipulator - if you flicker the Corpsejack, putting two counters on both the fluxmage and manipulator, then you pay two to move a counter to the manipulator, resulting in him having four counters and making it possible to take anything with power four or less for only two mana (yes plz).
I have seven removal spells in Rapid Hybridization, Abrupt Decay, and Murder - these should cover my arse for a while until my creatures evolve into bigger threats.
Farseek is pretty self explanatory.
In the board I have answers for Hexproof decks, token decks (Illness in the Ranks will totally wreck Esper tokens), board wipes, major threats that come back, aggro decks (imagine Tree of Redemption flickering - you keep evolving things and can't go below 13 life as it'll revert back to normal each time), and enchantments/artifacts.
So what are your thoughts? I can imagine there are several weaknesses here. I'm not really picturing this as a tier 1 deck by any stretch of the imagination, but it certainly looks like fun to play.