Master Biomancer

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Mythic Rare
Commander 2016 (C16) Mythic Rare
Gatecrash (GTC) Mythic Rare

Combos Browse all

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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CM2

C16

GTC

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Recent Decks

Master Biomancer Discussion

Neotrup on Copying Master Biomancer with Rite ...

1 week ago

Yes, once you have your 6 Master Biomancers all of your creatures will enter with an additional 22 +1/+1 counters, including new Master Biomancers off a second Rite of Replication.

DemonDragonJ on Copying Master Biomancer with Rite ...

1 week ago

If a player controls a Master Biomancer and then copies it with a kicked Rite of Replication, how many +1/+1 counters will the copies have as they enter the battlefield?

SynergyBuild on Constant upgrading Atraxa

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.

Ishai, Ojutai Dragonspeaker - One mana more than Managorger Hydra that trades trample for lifelink and doesn't trigger on your casts.

Tuskguard Captain - Cool card, but trample isn't actually dealing much more damage, and unlike Abzan Falconer, it doesn't help on the block either.

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.

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Onto some cards I'd run, which actually don't need too much explanation:

Ponder, Preordain, Brainstorm, Selesnya Signet, Azorius Signet, Dig Through Time, Windfall, Dimir Signet, Everflowing Chalice, Anguished Unmaking

pskinn01 on Paging all Riku players!

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.

foxinsox on Master Biomancer with Naban in ...

1 month ago

So I have Naban, Dean of Iteration and Master Biomancer in play. Does every wizard I play from then on get a double biomancer trigger?

S1ydevi1 on Gonti: If I Can’t Have It, Neither Can You

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.

ClockworkSwordfish on Ballista, counters, and CoCo interaction

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.

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