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Move any number of +1/+1 counters from target creature onto another target creature with the same controller.

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Bioshift Discussion

nismosean on How many counters would Protean ...

1 day ago

Say I have a 5/5 Protean Hydra . During a 2nd main phase I use Bioshift and remove 4 of those counters to place them on another creature I control. At the next end step would the Protean only get 2 counters or would it get 8 counters?

The card reads:Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.

This isn't as clear as some other explanations on cards. It doesn't specific for each counter removed but doesn't say it can only happen once.

Then there is a ruling on gatherer that still doesn't clear it up for me.

The ruling:If multiple +1/+1 counters are removed from Protean Hydra at once, its last ability will trigger that many times.

Does "that many times" refer to the number of "multiple counters" or "once"?

I can see it happening both ways and in my play group we are split as to how it is supposed to be played.

I have always played the combo as gaining double the amount removed.

Luutamo on Mr. Darwin would be proud

1 day ago

@gioppasup. Oh yeah, that would be pretty neet actually. At this moment I have more and less only used Give, not Take. Also, Chasm Skulker would be an awesome combo with Fathom Mage . I mean, most of the time I use Fathom so that I take ridiculous amount of counters from other creatures and give them to Fathom with Bioshift , now with Chasm Skulker it would resolve even more. I have seen that card many times before but for some reason I didn't think it had a place in this deck. Now I think there could be more than one :D


mdunham on Breeding Evolution

1 day ago

why not add Bioshift ?

howaboutno on Modern Evolving Shenanigans

2 days ago

After some real-world testing, I needed to balance out the deck a bit to deal with creature removal and couterspells, and to reflect my real world collection. Here are the changes:

1) Removed the 2 Bioshift ; not as useful in real life situations and I've had it used against me via Nightveil Specter .

2) Removed the 2 Cytoplast Root-Kin and 1 Polukranos, World Eater as I don't have them yet; currently debating whether to get them at all. I will probably stick with Polukranos if I can secure a few.

3) Swapped 1 Temple of Mystery for 1 Island because too many Temples tend to slow down my early game

5) Reduced Solidarity of Heroes and Sylvan Caryatid by 1 each to reflect real world collection. May consider getting them as they are both cheap and very useful.

6) Increased Cyclonic Rift and Simic Charm to 4 each for more general defence. May reduce them both to 3 if I can get another SoH & Sylvan Caryatid.

7) Added 2 each of Voidslime and Quash to deal with threats. Cards are on the way so currently I'm using 4x Dissolve as placeholders

kvttrs on Flooded Forests

3 days ago

I'm sorry, you might not like what I have to say.

I'd fall away from the 2Skyline Predator 1Simic Fluxmage 2Elvish Mystic 2Deadly Recluse 2Dakra Mystic 2Inaction Injunction 2Void Snare 4Phytoburst 2Dakra Mystic 3Briarpack Alpha 1xTromokratis all 7 of your instants.

I'd add 4x Bioshift 4xExperiment One 3xHidden Strings x2Simic Charm 4xCloudfin Raptor x1Bident of Thassa 2xTriton Tactics 4Elusive Krasis 3xChasm Skulker

Skyline predator and tromokrasis is just too slow. Huge dead weight pulled on your opening hand with no mana ramp.

The fluxmage + fathom mage comobo is just too slow, and the card count is too low to ever hope it will pull off. Also what are you trying to draw into?

I feel your instants are too defensive, instead, I'd replace them with cards that would trigger heroic and or defend.

Forced Adaptation is just too slow, it doesn't activate until your next turn, yes is does give another counter to move afterwards but a bio shift on an evolved (1)drop creature is already two turns ahead of Forced Adaptation

I'd also trash the recluse because it's another "defensive" card. I'd much rather pressure the opponent than have him wait for a solution. push him into committing.

cloudfin and experiment one are too strong not to add.

bioshift is a nasty instant that nobody expects and does trigger after heroic.

hidden strings are too be ciphered onto any flying or unblock-able creature you have on the field, this may open mana for the second main step.

I feel with my suggestions, there are more +1/+1 counters to move around.

I did not count the cards. it's up to you to fill the voids. I'll check back on this deck

Crazyface on A Debt to the Simic Fufilled

3 days ago

More Master Biomancer and maybe one more Vorel of the Hull Clade just for probability's sake. That combo with Corpsejack Menace and Bioshift would be insane.

Mongol on Mesmerized By Izzet [Help Needed]

3 days ago

Heroic is something I'm familiar with, though I've never seen a R/U heroic deck. This is likely because the best heroics are white. That being said, I really like the idea of making this work, though I think it maybe kind of difficult to make it effective, or at least as effective as heroic decks with white.


For this deck, if you want to create some +1/+1 counters, Ordeal of Purphoros would be a good option for your Sage of Hours , otherwise he might be better in a Simic deck that concentrates on producing the counters and transferring them with something like Bioshift .

Madcap Skills if you want to make a heavy hitter out of any of your creatures, which also helps make him difficult to block.

All of the above are used in my R/W heroic, so I maybe partial, but they do work well if you're looking for more aggro.


Maybe Stratus Walk for more draw.

Ordeal of Thassa for draw and +1/+1 counters. Might be a good idea to add more of the Sage if you're going to concentrate on counters though, which could screw up your whole deck idea.


One combo I really enjoyed seeing from a R/W/U deck involved creating tokens with heroic triggers, again white was key there too, but then used Battlefield Thaumaturge to turn those 1/1 token weenies into 4/4 flyers with Hour of Need . Not sure if it would work really well in here though, but still a cool idea.


WIth the unblockable and flying options, I'd consider taking out the War-Wing Siren and putting in Triton Fortune Hunter for even more card draw.

Maybe Akroan Line Breaker to focus more on getting damage through as well.

I'm iffy about these suggestions, however, and I think the other deck idea might be the funner deck idea all around.