Master Biomancer 2GU
Creature - Elf Wizard (MR)
Each creature you control enters the battlefield with a number of +1/+1 counters on it equal to Master Biomancer's power and is a mutant in addition to its other types. 2/4
Theorize, strategize, and discuss this potent mage for Simic.
I really like this card, although it needs something (like auras or equipments) attached in order to be something powerful.
Not many things benefit or affect mutants, so is just a "curious" thing. Maybe in legacy, you can make use of Coat of Arms for the cause xD, but I don't see what else can be done with the type issue
Also, making copies of this dude with "Stolen Identity" will just make each copy to become way MORE powerful, and so, you will be spanning 20+/20+ creatures in no time (considering you aren't against control)
This guy just really ups the longevity of Evolve creatures! People commenting on earlier Evolve spoilers would always point out that you'd have to continuously play creatures with increasing power and this guy insures that!
Pump him up and it's even crazier. And he'll find a buddy in Corpsejack Menace!
Plus I love the fact that he makes Mutants! X-men deck HO!
This guy just really ups the longevity of Evolve creatures! People commenting on earlier Evolve spoilers would always point out that you'd have to continuously play creatures with increasing power and this guy insures that!
Pump him up and it's even crazier. And he'll find a buddy in Corpsejack Menace!
Plus I love the fact that he makes Mutants! X-men deck HO!
Golgari Simics... man, even a flavour text makes reference to that. And definitely, that will be a really fearsome duo
In addition in modern you have access to Simic's original mechanic: Graft X.
It makes for this elf to become beefier really quickly. If you had two graft creatures, one evolve creature, and then decide to cast the Biomancer, you can turn him into a 4/6 that causes your creatures like Elusive Krasis and Drakewing Krasis for instance to become 4/8 unblockable and 7/4 flying trampler respectivly for when you cast them the turns after you cast your Biomancer.
In addition you may want to look at Simic Guildmage so you can move the +1/+1 counters on your evolve creatures to the Biomancer.
Combos nicely with ooze flux as well. If I'm not mistaken you can even create a 0/0 ooze with 2 counters on it if you have no evolve critters to jump start the combo.
Maybe a RUG deck with him, huntmaster, and mayor? Mayor pooping out little 4/4's that he is boosting and huntmaster flipping back and fourth making little 4/4's and gaining life. Just a rough idea.
Reallly good interaction with the pre-releaes promo card for simic.
No? I get what you're going for but I'm pretty sure that you won't get to draw cards since Fathom Mage won't have been on the battlefield to have her ability trigger, and because Master Biomancer says they enter the battlefield with the counters already on them.
If you meant that it'll make your Fathom Mage more likely to survive, then I agree. Her biggest weakness is her size.
A simple Rancor would ensure all upcoming creatures are +4/+4, there's a LOT of ways to keep Biomancer alive with the colors too, counterspell and hexproof comes to mind.
Actually i think you will get to draw the cards. The +1/+1 counters are placed after fathom mages enters the battlefield.
No this isnt correct either.
The counters and the creature enter the battlefield at the same time. If it helps you, think of it as genesis wave, show and tell, eureka etc.
However, I am not certain if it will, or will not trigger the ability of fathom mage.
The question is if a creature comes into play with counters, does it classify as the counters being put on the creature.
Think only a ruleguru can helps out on this.
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Give credit, where credit is due. Give irony and sarcasm, when ignorance and stupidity is found. The whip is kept for special occasions
The Internet was a revelation to me, I never imagined there are so many idiots on this planet.
Actually i think you will get to draw the cards. The +1/+1 counters are placed after fathom mages enters the battlefield.
True.
121.6. If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's on the battlefield, or that permanent entering the battlefield with a counter on it as the result of a replacement effect (see rule 614.1c).
Makes late game mana dorks relevant, has a tough butt to burn, and comes in at a reasonable 4 mana.
Don't know if it will get there, but looks like he could be a player in a bant midrange deck or if elves somehow become a thing, however unlikely that is.
I really liked this guy.
He is the perfect link between the early game and mid/late game. Making your small evolve dudes ETB with an already significant size for their cost.
It also pairs great with Ooze Flux, a solid 2 cards token engine. 1G: put a 2/2 Ooze Mutant token with 2 +1/+1 counter.
I really hope that UGx Zoo become a real deck.
I never thought i would like simic, since U and G are my least prefered colors, but together they're proving to be my second color combo choice.
What a pitty, they printed it on such a nearly constructed unplayable bin-Mythic.
Unplayable? You're joking, right? You have absolutely no way of knowing how this sees play. Its a 4 drop that, while off color for token decks, provides good staying power for nearly any evolve card. Think about it against red removal. Burn spells only deal with a certain level of damage, in this format, around 2-3 (excusing things like bonfire or other X cost spells.). This guy not only makes late draws relevant, he also keeps said late drops out of immediate burn radius, even if he's destroyed as they enter play.
Please think outside of the "not 40$ mythic, worthless" box.
with coat of arms, awesome. i play elvish promenade for five elf tokens, with him in play (and four other elves in play). any math people wanna help? i have a headache..
with coat of arms, awesome. i play elvish promenade for five elf tokens, with him in play (and four other elves in play). any math people wanna help? i have a headache..
...Uh. You get five 3/3 elf tokens? Oh you meant if the coat was already out. Forget my post entirely.
I just don't think I'll be able to justify him at the moment. Yes, cute synergy with Evolve by making late-game topdecks evolve your board, and powerful with Fathom Mage. Both true things. And good with Rancor. But if you turn 4 Biomancer turn 5 Fathom Mage, you could also have just done turn 4 Huntmaster (evolve your side) turn 5 Thragtusk/Silverheart/Hellkite (evolve side+soulbind) and probably won immediately. Instead, you're getting a 2/4 and then a 3/3 + Divination. I know if you can't turn those more aggressive plays into a win in a few turns this guy is better, but I'm still skeptical that playing 4 drops that aren't that good on their own and have little/no impact when they're played is going to be worth it. At least with the current known card pool, and with the admittedly totally arbitrary gauntlet I've been testing UGx with.
Now, if we end up with a card that makes these guys resilient, like some sort of lord (or possibly enchantment) that lets you remove counters for regeneration, or gives guys with +1/+1 counters hexproof, then I can see UGx going heavy midrange and trying to outlast removal and wipes, grinding out card advantage and holding on in the face of removal.
Also, I'd consider playing this guy if they'd give us Force of Savagery. You all know we're due for a nice juicy Future Sight reprint.
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Playing UX Mana Denial until Modern gets the answers it needs.
WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
Creature - Elf Wizard (MR)
Each creature you control enters the battlefield with a number of +1/+1 counters on it equal to Master Biomancer's power and is a mutant in addition to its other types.
2/4
Theorize, strategize, and discuss this potent mage for Simic.
My circle of friends play a lot of casual tribal-wars (with very lax restrictions), so a mutant deck will very likely develop from this guy.
(My devils will still outrace em' though :D, hellrider forever!)
Not many things benefit or affect mutants, so is just a "curious" thing. Maybe in legacy, you can make use of Coat of Arms for the cause xD, but I don't see what else can be done with the type issue
Also, making copies of this dude with "Stolen Identity" will just make each copy to become way MORE powerful, and so, you will be spanning 20+/20+ creatures in no time (considering you aren't against control)
Weird Idea of the Month (Standard)
RGWNaya Token CommandoWGR
Rate/discuss my decks :D(almost all formats)
Standard
Orzhov Voltron Superheroes
Modern
Infectors
Legacy
UGBack to Square OneGU
EDH
GWURafiq of the Many Wins (1vs1)UWG
Jarad's Turbo Suicidal Squad (Multiplayer)
Pauper
Are you Afraid of Ghosts? You Better Be!
Pump him up and it's even crazier. And he'll find a buddy in Corpsejack Menace!
Plus I love the fact that he makes Mutants! X-men deck HO!
Golgari Simics... man, even a flavour text makes reference to that. And definitely, that will be a really fearsome duo
Weird Idea of the Month (Standard)
RGWNaya Token CommandoWGR
Rate/discuss my decks :D(almost all formats)
Standard
Orzhov Voltron Superheroes
Modern
Infectors
Legacy
UGBack to Square OneGU
EDH
GWURafiq of the Many Wins (1vs1)UWG
Jarad's Turbo Suicidal Squad (Multiplayer)
Pauper
Are you Afraid of Ghosts? You Better Be!
It makes for this elf to become beefier really quickly. If you had two graft creatures, one evolve creature, and then decide to cast the Biomancer, you can turn him into a 4/6 that causes your creatures like Elusive Krasis and Drakewing Krasis for instance to become 4/8 unblockable and 7/4 flying trampler respectivly for when you cast them the turns after you cast your Biomancer.
In addition you may want to look at Simic Guildmage so you can move the +1/+1 counters on your evolve creatures to the Biomancer.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
No? I get what you're going for but I'm pretty sure that you won't get to draw cards since Fathom Mage won't have been on the battlefield to have her ability trigger, and because Master Biomancer says they enter the battlefield with the counters already on them.
If you meant that it'll make your Fathom Mage more likely to survive, then I agree. Her biggest weakness is her size.
No this isnt correct either.
The counters and the creature enter the battlefield at the same time. If it helps you, think of it as genesis wave, show and tell, eureka etc.
However, I am not certain if it will, or will not trigger the ability of fathom mage.
The question is if a creature comes into play with counters, does it classify as the counters being put on the creature.
Think only a ruleguru can helps out on this.
Give irony and sarcasm, when ignorance and stupidity is found.
The whip is kept for special occasions
True.
121.6. If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's on the battlefield, or that permanent entering the battlefield with a counter on it as the result of a replacement effect (see rule 614.1c).
Don't know if it will get there, but looks like he could be a player in a bant midrange deck or if elves somehow become a thing, however unlikely that is.
He is the perfect link between the early game and mid/late game. Making your small evolve dudes ETB with an already significant size for their cost.
It also pairs great with Ooze Flux, a solid 2 cards token engine.
1G: put a 2/2 Ooze Mutant token with 2 +1/+1 counter.
I really hope that UGx Zoo become a real deck.
I never thought i would like simic, since U and G are my least prefered colors, but together they're proving to be my second color combo choice.
Unplayable? You're joking, right? You have absolutely no way of knowing how this sees play. Its a 4 drop that, while off color for token decks, provides good staying power for nearly any evolve card. Think about it against red removal. Burn spells only deal with a certain level of damage, in this format, around 2-3 (excusing things like bonfire or other X cost spells.). This guy not only makes late draws relevant, he also keeps said late drops out of immediate burn radius, even if he's destroyed as they enter play.
Please think outside of the "not 40$ mythic, worthless" box.
...Uh. You get five 3/3 elf tokens? Oh you meant if the coat was already out. Forget my post entirely.
Weird Idea of the Month (Standard)
RGWNaya Token CommandoWGR
Rate/discuss my decks :D(almost all formats)
Standard
Orzhov Voltron Superheroes
Modern
Infectors
Legacy
UGBack to Square OneGU
EDH
GWURafiq of the Many Wins (1vs1)UWG
Jarad's Turbo Suicidal Squad (Multiplayer)
Pauper
Are you Afraid of Ghosts? You Better Be!
Now, if we end up with a card that makes these guys resilient, like some sort of lord (or possibly enchantment) that lets you remove counters for regeneration, or gives guys with +1/+1 counters hexproof, then I can see UGx going heavy midrange and trying to outlast removal and wipes, grinding out card advantage and holding on in the face of removal.
Also, I'd consider playing this guy if they'd give us Force of Savagery. You all know we're due for a nice juicy Future Sight reprint.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
hahaha you get a C- on this math quiz.