|Commander / EDH||Legal|
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|Commander 2016 (C16)||Mythic Rare|
|Gatecrash (GTC)||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
5 days ago
first of all, no need to apologise for critisism, as this is YOUR deck, and i'm trying to both help you, improve my own deckbuilding and have a good conversation about way too expensive cardboard :). you can leave formalities behind and so will i, unless that discomforts you of course.
i like your view on cards, as it differs with mine. this is probably because of the difference in playgroups, e.g. the issue of big things getting countered. (this rarely happens in my group, mainly cause i am the blue player playing very little counterspells. destroying things is the way to go)
i have two different points i want to bring out there, first point is about your reaction on my post, the second one is going to be about your "craving" for piloting a versitile deck rather than winning with a sequenced set number of cards.
so Woodland Bellower seems pretty good in the deck, however it cannot tutor Trinket Mage for it is not a non-legendary green creature. nevertheless it does tutor the Reclamation Sage, Eternal Witness etc.
Clever Impersonator: i get the idea of why this card is in the deck. even though versatility is key, this card is not going to help you close out the game when you are on the winning hand (assuming being on the winning hand is having a far better board state). mirage mirror would be my go-to replacement for this card as it is more versitile. apart from biomancer and fathom mage there's not much to copy in your own deck, but that was never the point of Clever Impersonator.
Oran-Rief Hydra: if this is a spotholder for a huge creature that grows if left unchecked i would still stress that it would be replaced. this time around i found Heroes' Bane to be the better option. although it is not a big change, this would optimize mana-cost and add yet another way to spend mana.
never judge a book by its cover, i completely missed Zameck Guildmage his second ability.
Tuskguard Captain: if flying is what you prefer, what about instead paying 6 mana to give your creatures with counters flying Sapphire Drake, you pay 6 mana to give ALL your creatures flying and have all your opponents' creatures lose that ability: Archetype of Imagination
is it right for me to say that having a lot of counters on one creature is more important than having lots of creatures with counters on them? if it is, then thrumming bird isnt really doing much. the inability of this deck (which isnt a bad thing per se) to easily place counters on creatures that haven't got any is what made me question Master Biomancer in the first place, after reading it today i realised it didnt need any counters to work. nevertheless in these 100 cards there are 5 cards that can give creatures counters: Plaxcaster Frogling, Master Biomancer, Zameck Guildmage, Bow of Nylea and Retreat to Kazandu. all of this gives me the feeling a proliferate trigger wont do much, same goes for hardened scales, as 1 more counter on a 13/13 hydra wouldnt make that much difference anymore. conclusion: consider taking out thrummingbird, hardened scales and retreat to kazandu.
to replace these cards you will need ramp, for your deck uses a lot of mana. i cant stress enough how important land based ramp is for your deck, as it is using a wild variety of hard-to-cast cards like Prime Speaker Zegana, Plasm Capture and Alchemist's Refuge, but i respect the issue at hand. i have come up with a small list of ramp that might counter the issue i know all too well: the pain of drawing cultivate in the most important part of the game.
these cards all replace themselves if you draw them lategame. some draw you even more. an honarable mention could be Abundance
i'm thinking about versitality and i am actually wondering what that means for you as a player. is it adding cards like Orochi Hatchery ?
6 days ago
Alright, lemme hit a few notes here for the sake of discussion; Keep in mind that I'm only sharing my opinions and wholeheartedly appreciate everything you have to offer. Here's some respectful rebuttals for discussion:
Progenitor Mimic is more for copying things like Master Biomancer, Reclamation Sage, and stuff like that. Clever Impersonator is used on stuff typically not mine, mostly a value play to copy enemy fatties, artifacts, or planeswalkers (and actually won me the game i mentioned above by doing the latter).
Trinket Mage is in mostly to get the Ring or the Top, but i see your point. Initially I was thinking of something like Woodland Bellower into Trinket Mage into one of the abovementioned, just a little value play to pump my board, but that all doesn't feel in line with the counters strategy, but rather more of a control'y type maneuver.
Death's Presence is on a very short list of cards i have on hand, itching hard for a spot in the deck - but the reason it didn't make it is because of how situational it is, needing a creature to die, and a creature to absorb the counters, what feels like a flimsy situation in some games. Master Biomancer just felt more useful as a creature on board for less mana and a more consistent effect.
Lorescale Coatl caught my eye as well, and has been removed from the list as it really is just too slow (not that this deck is very fast to begin with).
I had considered Tuskguard Captain, but it's so much more effective to have flyers than tramplers, and having a guy that i need to tap to add counters to itself seems FAR too cumbersome.
With this deck hosting 30'ish creatures, and almost guaranteed a blue player at every table, i feel the need to make my creatures uncounterable, over untargetable. Nothing feels worse than trying to play a big dude just to have it countered and your turn wasted. Archetype of Endurance is in and out of this deck as much as any card, but it was easier for me to justify Asceticism (not that redundancy is a bad thing), it just feels flimsy to drop 8 mana into a creature that will more-than-likely face a Counterspell.
Young Wolf is a turn-1 play to get me on board. i have no intention of placing counters on it before its first undying trigger (think early chump blocker). Zameck Guildmage is little more than a draw engine, I'd rarely ever consider its first ability, I just want to keep cards in my hand.
I recognize the need for ramp, I just hate drawing those cards late game. Likewise, spending too much time ramping early tends to cost valuable early tempo and by half a dozen turns i have mana, but I've fallen well behind on board and am now at the mercy of my draws (or maybe I've just had some very unlucky experiences).
1 week ago
first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.
now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.
i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.
Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.
Lorescale Coatl, since your carddraw is limited this card is too slow.
Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.
Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.
Zameck Guildmage: probably too slow.
lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.
this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.
1 week ago
I don't know if you should include a sacrifice theme, I just know that paying 1G sorcery and sacrificing a power 4 creature to draw four cards is already great, the bigger the creature the better. And that Momentous Fall and Greater Good allow for sacrife at instant speed and you can sac creatures that are already going to die due to some removal or board wipe. Sacrifice outlets are good anyway in any deck, I think most of my decks have High Market.
Once you have Master Biomancer in a deck, the natural flow of synergy takes you to token strategies. Master Biomancer, then Bloodspore Thrinax, then Cathars' Crusade then huge tokens that when die put counters on other creatures. You already have Ashnod's Altar which is also kinda leads to tokens mechanics. I don't mean you should change the theme of the deck to tokens, just that some token cards can synergize explosively.
Master Biomancer or any other card that puts counters on creatures entering battlefield + Animation Module means you can make as many tokens with counters as you want for 1 mana each. If you add your Ashnod's Altar to the mix, you get limitless colorless mana.
In my experience, Path of Discovery performs amazingly, but of course the more creatures you have entering the battlefield, the better. This Meren of Clan Nel Toth deck is quite refined and well made and it's whole strategy revolves around Path of Discovery: Meren's Path of Diescovery. The best part of the card is you can choose if you want to leave the nonland card on the top of the library, so if you are having several creatures entering the battlefield and you want counters on them, you can just keep showing the same card for all of them.
By the way, I remembered later these cards than can also be good in the deck Managorger Hydra, Scourge of Skola Vale and Juniper Order Ranger. If you had the Atraxa deck before making this one you may have a Kalonian Hydra hanging around.
1 week ago
1 week ago
Thanks to everyone providing feedback in the comments.
Based on the feedback in the comments and the LGS meta, I've decided to rework my last competitive update.
Sword of Light and Shadow: I really liked the contribution this card made to the deck. But it is situational and doesn't bring in as much value as I thought it would.
Shaman of Forgotten Ways: Formidable did net a few wins; however, the limitation to only using the mana for creatures was too restrictive.
Craterhoof Behemoth: A win every time it lands (so far).
Beast Within: Universal removal.
Thrasios, Triton Hero: Testing again with the infinite mana combos.
Priest of Titania: Replacing Shaman of Forgetten Ways.
I am contemplating adding in Hadana's Climb Flip. However, it seems very situational. I would like to hear thoughts from those within the community regarding success of running Hadana's Climb Flip in EDH.
1 week ago
Hi, I have a very similar elf focused Ezuri deck you might want to check out
Commander / EDH
SCORE: 2 | 44 VIEWS | IN 1 FOLDER
My advice, swap everything you can into a power 2 creature with the same function: Bramblecrush for Acidic Slime, Naturalize for Viridian Zealot, Call to Mind and Nature's Spiral for Eternal Witness and Den Protector, Simic Signet for some ofther mana dork, if possible get a Priest of Titania, Exclude for Silumgar Sorcerer, you get the idea.
Most of your creatures are green but your counters most of them require double blue. Try to use low cost counterspells that requiere only one blue mana. It doesen't matter if they aren't hard counters, usually the non creature spells will be the most dangerous for your, especially the sorceries. Disdainful Stroke, Stubborn Denial, Swan Song. Counterspell on a creature are also great on this deck, specially if they have evasion on their own Stratus Dancer, Siren Stormtamer, Mausoleum Wanderer.
You will need a ton of card draw, much more than in any other deck. Your spells are cheap and you will empty your hand really fast. Life's Legacy and Give / Take (you can ignore the Give part) are my favourites for this deck because they are really low cost and give you a ton of cards. There are higher cost spells that will get you about as much without having to consume your creature or your +1/+1 counters, but the low cost is critical.
Door of Destinies will make prevent Ezuri from getting experience and is quite slow. You don't really need it because Ezuri is there to buff your creatures. For similar effects in a more efficient and explosive way Master Biomancer or Bloodspore Thrinax. The best thing is Cultivator of Blades because it gives you three experience ounters, and only buffs your guys when it attacks, so Ezuri keeps getting experience.
Mycoloth is absurdly good with Ezuri, they feed each other just what each one of them wants.
You will also need a tons of ways to save Ezuri, he will be the target of all your opponents removal.
Try to include as few lands that enter tapped as possible, a second turn Elvish Mystic is not half as good.
2 weeks ago
These are my suggestions on what cards to cut. Feel free to agree or disagree:
Most artifacts in the deck are not worth tutoring/reproducing. In the case of Tezzeret, your mana rocks should be on the field to cast him, not the other way around. The ship's navigator is slow and is better replaced by high greater utility graveyard effects such as Regrowth. You will never win with Mechanized Production and there are both better copy effects out there and no need to use them in this deck. Norn's Annex, Contagion Engine and Contagion Clasp are the only reasonable target in the deck. Mana rocks are better off having more variants of the same thing then this card, Tangle Wire will screw you over, and it doesn't interact with Darksteel Reactor.
Debtors' Knell - This is a 7 costing card. The objective of the deck is to cheat out a biggy by T3,4,5. At this turn, you should either be hard casting the creature or refreshing your hand for another reanimate combo.Noxious Revival - EDH is a slower format and therefore rewards higher impact effects. This card gives you one card after one turn. In contrast, you could be running a more impactful card like Seasons Past. It can give you 10 cards for cost 5.Time Warp - Taking extra turns is cool, but it doesn't fit with the playstyle of your deck. You don't ramp hard enough to gain benefit from its effect and it has negative synergies with cards such as Jin-Gitaxias, Core Augur. At worst it is Explore and at best Atraxa, Praetors' Voice gets to proliferate twice.