|Commander / EDH||Legal|
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|Commander 2016||Mythic Rare|
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- 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.
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Master Biomancer Discussion
2 days ago
5 days ago
Master Biomancer can "see" other creatures that enter the battlefield at the same time that he does. He doesn't have to be on the battlefield first for the other creatures to benefit from his effect.
6 days ago
I'm confused, why did you put counters on for Master Biomancer? It wasn't on the battlefield yet to effect any of the creatures. Also, for handling evolve triggers, you have to apply Corpsejack Menace, Doubling Season, and Hardened Scales. You also are not applying Hardened Scales correctly, but are arriving at an acceptable result. You have to apply Hardened Scales before applying the doublers, otherwise you just add one to your doubled results.
6 days ago
Forgot to list Corpsejack Menace is in effect for the evolve and graft triggers. For optimal play you would have stacked the triggers so that they resolved:
Evolve from Plaxcaster making Fathom Mage 11/11
Graft onto Master Biomancer making him 10/12
Evolve from Biomancer making Fathom Mage 19/19
Graft onto Corpsejack Menace making it 14/14
Evolve from menace is not going to resolve because he is too small for the intervening if clause to allow it to.
Graft onto Fathom Mage making it a 27/27.
It seems that both you in your OP and I forgot biomancer on your Cytoplast Manipulator so that is another 8 counters on the manipulator in your op and another 40 in this optimal case. So Manipulator optimal case now is enters with 12+1 doubled doubled to 52 counters on it and then grafts for 1+1 doubled doubled to 8 for a total of 60 power. It also triggers evolve for 8 total counters on Fathom Mage when it enters as the 52/52.
1 week ago
I have 3 total questions concerning two turns I took, the description is kinda complicated so bear with me. This actually happened last night in a commander game with friends and we weren't entirely sure we got all the interactions correct so I thought I'd ask here: I played Genesis Wave for a total cmc of 9 mana, so I revealed the top 6 cards of my library which were Master Biomancer , Corpsejack Menace , Fathom Mage , Doubling Season , Hardened Scales and Plaxcaster Frogling in that order ... My friends and I were completely horrified by what I'd just done. In trying to figure the situation out we broke it down something like this: we immediately set Master Biomancer to the side and said everything else would ETB with two +1/+1 counters already on themselves, I knew specifically that Corpsejack Menace 's ability doesnt work on itself when Master Biomancer enters at the same time and thus assumed the same would be true for Doubling Season and Hardened Scales so we didn't worry about doubling anything or adding +1s. Then it got tricky. When Fathom Mage entered we figured it gained two counters from Master Biomancer and thus entered as a 3/3 on its own. Fathom Mage then "saw" Master Biomancer enter alongside it as a 2/4, evolved into a 4/4, then saw Plaxcaster Frogling enter as a 5/5, (three +1/+1 counters from its own graft and two from MB) evolved into a 5/5 itself, then saw Corpsejack Menace enter as a 6/6 then evolved into a 6/6 itself, so i drew a total of 5 cards and didnt even think about trying to graft anything with Plaxcaster Frogling just to avoid further confusion. I felt we had resolved it correctly but I wanted to confirm that we got it right. So my first two questions are: 1. Did we? and if not how should it have resolved? and 2. Could I have grafted a +1/+1 counter from plaxcaster onto something else in that instance? for sake of explanation my graft target would have been Corpsejack Menace if it was at all possible. My last question has to do with my next turn. I played Cytoplast Manipulator with everything else still on the field. It entered with two +1+1 counters of its own, doubled to four by Corpsejack Menace then to eight by Doubling Season then received one counter from Hardened Scales doubled to 2 and then 4 respectively for that interaction, then I grafted another counter onto it from Plaxcaster Frogling which double doubled to four and then it received another counter from Hardened Scales which double doubled to 4 for that interaction resulting in twenty total counters being placed on it, causing Fathom Mage to evolve once more into a 7/7. So my last question is: Did I resolve playing Cytoplast Manipulator correctly and should it have entered as a 20/20?
1 week ago
Thank you for your input, I cut Master Biomancer because he was high on my curve and not impactfull enough. He fits well in a go wide strategy but typically my build goes tall. He does combo nicely with Glen Elendra Archmage for a soft lock but he turns off my experience counter production which is kind of a nonbo. He is definitely a great addition and again I appreciate the feed back!
1 week ago
I kinda wanted to build this deck too. the one issue i have is the $35 dollar price tag on an animar. As for Suggestions, I'd try and add in things like Gyre Sage, Mystic Snake, Master Biomancer, Temur Sabertooth and Cloudstone Curio. All have various utility. Cloudstone Curio and sabertooth both help bounce things you want back in your hand. The snake is a counterspell on a stick. Gyre Sage is a mana dork and Master Biomancer gets more counters on your hydras and Animar if he leaves the field for some reason.
1 week ago
I don't know how much success you're having with Undergrowth Champion, but I never liked it very much. Just personally, I would suggest dropping it.
Somehow, you're not running Master Biomancer. Do it.
Sapphire Drake gives everything flying. That's always a good thing in mainly green decks.
You've got mostly green, so Reverent Hunter would make a good choice.
If you have tokens or lots of creatures often, play Stag Beetle.
Oran-Rief, the Vastwood makes for a good land for boosting your creatures, as do graft lands.
Minamo, School at Water's Edge lets you untap Vorel.
Gutter Grime creates increasingly large slimes. Ew.
Garruk Wildspeaker is a useful endgame planeswalker.
Everflowing Chalice for ramp.
For adding +1/+1 counters at instant speed, Strength of the Tajuru.
Often, you can check Auto-suggestions for cards this deck could use. I used that to bolster my advice. (Bolster is another nice +1/+1 counters ability, btw.) I also used my Vorel deck: http://tappedout.net/mtg-decks/when-you-have-too-many-counters-blame-vorel/ . It has a card-draw subtheme, but most of the cards are related to this.
A couple other deck ideas:- Atraxa, Praetors' Voice covers so much more ground with +1/+1 counters--you can play Abzan/Dromoka cards, Golgari cards, even the Orzhov Syndicate has powerful spells with counters. And those are just tribes/guilds.- Partner commanders. If Sultai is workable, use Reyhan, Last of the Abzan and Kydele, Chosen of Kruphix for a sacrifice-card draw theme. I have a deck based on that.