|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (CM2)||Mythic Rare|
|Commander 2016 (C16)||Mythic Rare|
|Gatecrash (GTC)||Mythic Rare|
Combos Browse all
- Do creatures that ETB with +1/+1 counters count as having increased power and toughness for the use of Evolve?
- hardened scales and my Evolve/enchantment deck, Trigger timings?
- Corpsejack Menace entering with a Master Biomancer on the Field
- Primal Vigor and Hydras and Copies
- Interactions with +1/+1 counters and Master Biomancer
Creature — Elf Wizard
Each creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Master Biomancer's power and is a Mutant in addition to its other types.
Price & Acquistion Set Price Alerts
|Have (38)||rebelteddybear , Vasbear1 , gildan_bladeborn , Pelli , jstn.mrrtt , buildingadeck , AllDayTayTay , Florg , joshw335 , bakunet , Clawsun73 , vishnarg , killstars , Reliva , Hakira , , Joblaska , duff87 , Shiromakuro , Royal_Windsor , BladeMasta220 , DFDGamer , awalloftext , MoJoMiXuP , lorddarkstar , orzhov_is_relatively_okay819 , rockleemyhero , redlegs_17 , REV666 , BlueMageBrandon , Kvothe1115 , FoamEagle , Famicomania , frederiklw , Lucan2000 , metljoe , mycheze , Cazaz0816|
|Want (12)||Ryz , nnolin , Clawsun73 , sgtpumbah , yerfdog1935 , kvfd1719 , adb_slayer , XxCataclysmiCxX , beccanator , Talistan , cainanunes , Loading_Error|
Master Biomancer Discussion
4 days ago
I realize some of these mess with your budget but they may be worth negotiating in and I'm not sure if you might have copies of some of them.
- Ezuri, Claw of Progress
- Fathom Mage
- Master Biomancer
- Prime Speaker Zegana
- Thunderfoot Baloth
- Overwhelming Stampede
- Cultivator of Blades
- Realm Seekers
- Nissa, Voice of Zendikar
- Managorger Hydra
- Primeval Protector
- Darksteel Mutation
- Wrath of God
- Winds of Qal Sisma
- Shamanic Revelation
- Primeval Bounty
1 week ago
1 week ago
3 weeks ago
I will list the top ten non-land cards to drop if you want:
Vulturous Zombie - It can get large, but it isn't on its own, and it costs 5 mana, at five mana you could drop a good planeswalker or a real threat like Inexorable Tide, I mean at four mana Triumph of the Hordes kill a player or 2, and at leasts puts a bunch of -1/-1 counters on another players board. It is too slow and clunky in my own opinion.
Duneblast - Ooh how much I want to like this card, it can be a one sided (or three sided in multiplayer) board wipe, and I love those, but at 7 mana? Kindred Discovery and Necromantic Selection both feel better than that (You either choose the creature type of the one creature you want, and it is the same, or save multiple if they happen to share a creature type, or with Master Biomancer you can save a ton, slightly higher ceiling on effect, and easy to get colors for, Necromantic Selection can do the same exact thing, or do more if you can steal an opponents, downside is the creature loses it's counters, but I still like it more), and I don't think a board wipe should even be >4 mana.
Solidarity of Heroes - It can be a single activation of Vorel of the Hull Clade, or an overpriced Deepglow Skate, except it only works on +1/+1 counters, not poison, not -1/-1 counters, not loyalty counters, and even then it isn't that good.
Elite Scaleguard - I love the idea, but a "4/5" for 5 that only helps with evasion feels really boring and unimpressive, not awful, or bad, just it doesn't support this deck too much.
Ikra Shidiqi, the Usurper - Definitely a cool card with interesting design, but in this list it is basically lifelinking all of your creatures on an under-powered creature for 5 mana, which is one mana less than True Conviction.
Citadel Siege - At four mana this isn't actually that bad, I kind of like the first ability, keeping in mind it is a double Thrummingbird-esque effect that is harder to remove, but only effects you creature, but what's cool is it also has the second ability that can lockdown some creatures, which works out really well. I do like choice, but neither of the choices here feel special, and so if you dropped it, it wouldn't hurt.
Abzan Falconer - This is my favorite one of these ten, simply because I like flying, and it is a much better Tuskguard Captain, but your deck deals a lot of damage without it, and I am unsure if it is necessary with your removal, and that many of your creatures have evasion of their own.
Onto some cards I'd run, which actually don't need too much explanation:
3 weeks ago
Clones as a sub theme way I took him. Gigantoplasm is a fun underused card. And in casual games, him coping Master Biomancer is fun. I make my biomancer clone a 10/10, now my creatures come into play with lots of counters. Just realize it changes the power toughness permanently until used again.
1 month ago
1 month ago
The other night, I got to experience the joy that is Bottomless Pit and Geth's Grimoire, which led to me drawing Urborg, Tomb of Yawgmoth, Cabal Coffersand Nykthos, Shrine to Nyx. I got to win by tutoring up and playing Gray Merchant of Asphodel with 20 devotion and blinking him with Conjurer's Closet. Also, I did a gross thing where I played Puppeteer Clique, targeting Master Biomancer, with a sac outlet in play. Yum.
1 month ago
The Ballista would unfortunately perish in both scenarios. Both Graft and Rishkar's ability trigger off of permanents coming into play, meaning they go on the stack waiting to happen (just like any other spell or non-mana ability.) The thing is, if a creature is ever in play with zero toughness, it will die the next time state-based actions are checked, which is any time you would receive priority.
Consider the wording of Graft on something like Simic Initiate - it says he enters the battlefield with a +1/+1 counter already on him. There's never a period where he's in play without one. But if another 0/0 creature shows up, it has to already come into play (and thus die) before you can move a counter over. But Master Biomancer makes your creatures likewise enter with the counters already on them, meaning he could save a 0/0 Ballista.