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Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
Kiora's Dismissal isn't a 3/4 flyer though, so would prefer to keep this attacking option.
I'm not too fussed about making standard decks, I'm a kitchen table player so prefer to pick cards from the much wider range of modern than limit myself to standard.
Thanks for the suggestions though, much appreciated.
Interesting deck. I recently replaced Riptide Chimera with more Kiora's Dismissal in my own deck as Riptide Chimera was proving to be too slow. I really like Shimmering Wings in here because of return. I'd look for more cards with that feature.
I do agree with Mongol in that adding something like Bioshift sill greatly help your cause. Also, I think you can easily make this deck in standard, even rotation friendly. I think this deck would be much more powerful in that format, you can switch out Swiftfoot Boots for Hammerhand . There are a lot of enchantment options, I'd focus on low cost and secondary effects like card draw.
I hope this helps.
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.
@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
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:
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.
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
|Avg. draft pick||13.29|
|Avg. cube pick||11.20|
|Commander / EDH||Legal|