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Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
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
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.
AGGRO ENCHANTMENT OPTIONS
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.
OTHER ENCHANTMENT OPTIONS
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.
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.
|Avg. draft pick||13.29|
|Avg. cube pick||11.20|
|Commander / EDH||Legal|