Flinthoof Boar is part of a cycle in M13, and it’s a pretty neat cycle! They’re all uncommon mono-colored creatures that have an ability which requires an allied color of mana to activate, and they get +1/+1 if you control a corresponding basic. Flinthoof Boar is a 2/2 for 2 that gets +1/+1 if you control a Mountain, and it can also be given Haste. But how does Mr. Pig interact with the Simic Combine and their Evolve shenanigans? The answer is ‘quite well’. Let’s say you led with a turn 1 Stomping Ground into Experiment One, and followed that up with a turn 2 Island and surprise Shambleshark at the end of your opponent’s turn. That’s a 2/1 Crabfish and a 2/2 Ooze ready and waiting for some fun. Now, turn 3 you drop a Forest and tap that Forest and Island to cast your Flinthoof Boar. It -does- trigger both the Experiment and the Shambleshark, because there is no point where that Boar is on the board and is not yet a 3/3. It doesn’t come down as a 2/2 and then get the boost, it gets the boost right away.
But what if the Mountain isn’t already there and waiting? What if you played a Genesis Wave or someone else resolved a Warp World and you got, among other things, a couple of Adaptive Snapjaws, a Flinthoof Boar, and a Mountain? Well, again, there is NO POINT that the Boar is on the board without the Mountain, so there’s no point that the Boar is on the board as a 2/2. He’ll come down as a 3/3 and trigger both your Snapjaws up to 7/3s themselves.