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.

Price & Acquistion Set Price Alerts

CM2

C16

GTC

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Recent Decks

Master Biomancer Discussion

FlyingBison on Aisling’s Atraxa Infect Test

2 days ago

The next step is to make sure your mana ramp is in order. It is really important to have at least 10 ways to ramp, and with Atraxa, you might even want to add one or two more in the future. For now, you should stick to 10 so you can test the deck’s other components.

Something I noticed is that you had Evolving Wilds and Terramorphic Expanse counting as mana ramp cards. These should never be thought of as ramp. Mana ramping is taking any action that puts you ahead of the amount of mana you could have available if you only dropped lands. Evolving wilds counts as your land drop, and while it fixes your mana by going to get any color you need, it does not put you ahead on your amount of available mana. In fact, it puts you behind because it comes in tapped. Fixing is great and important in a four color deck, but the more lands you have coming in tapped, the more you’ll set yourself behind. You can still run a good amount of taplands, but having a good ramp package can help soften the blow. Once you get good duals, the ramp starts to work even better.

It is always of utmost importance that your ramp is both cheap and long-lasting. The biggest downside to not playing green is not being able to ramp mana as effectively. This is because the other colors have to resort to mana rocks and mana dorks, artifacts and creatures that tap for mana. Using ramp like this can be fast and effective, but you are always vulnerable to board wipes and removal. One Vandalblast will ruin anyone's day if all their ramp is artifact based. Luckily, you are playing green, so you should never have to worry about rocks getting blown up. All of your ramp should be land focused, unless you have a really good reason for using something more synergistic. It is kind of a widespread unspoken courtesy that people do not actively use mass land destruction in EDH. Sure, there are those that do, but WAY more people come ready to blow up all artifacts/creature/enchantments when they need to. This makes throwing extra lands out a safe way to ensure you get ahead on mana and STAY ahead on mana.

Let's go down all your ramp one by one and see what better options you have:

1) Cultivate is exactly the kind of spell you want to be ramping with. It finds two of your colors, puts you ahead on mana, and guarantees you'll make your next land drop. You would be hard pressed to find a multicolor EDH deck with green that doesn't want this card.

2) Darksteel Ingot looks good on paper, but 3 mana is a lot to pay for a rock, even if it gives you all your colors and is indestructible. The Ingot may have indestructible, but stuff like Merciless Eviction or Play of the Game don't care anyway.

REPLACEMENT: There are, however, reasons to want 3 CMC ramp cards. For instance, Cultivate is so good, it didn't need a replacement. It is SO good, that you actually should use it's twin Kodama's Reach to replace the Ingot. It may seem like the flexibility of Ingot adding any of your four colors is worth it, but something like Kodama's reach, when working with a good mana base, can actually be more effective, because it can give you two of the colors you need simultaneously, instead of giving you access to one at a time. That's on top of being land based rather than artifact based.

3) Fellwar Stone is where we start to make exceptions for rocks based on power. In a 4 player game, Fellwar almost always taps for any color you need. The power of a rock skyrockets when it costs less than 3, can tap for multiple colors, and can be used right away. This one is a great call, and its benefit in the early game will outweigh it's vulnerability to mass artifact destruction.

4) Golgari Signet is a great rock, but not being able to tap right away and only getting two of your colors makes it not work as great as land based ramp. Keeping most of your ramp to 2 CMC will help you cast 4 drops (Like your commander) on turn 3. It also means you could be more likely to cast two ramp spells on the same turn and start flying ahead. It also means you could ramp and still have room to cast other spells. That kind of advantage doesn't seem like much, but it makes turns worth of difference.

REPLACEMENT: To keep this slot to 2 CMC, the best option would be Farseek. It can grab any Plains, Island, or Swamp and put it into play tapped. This will become super important once you acquire dual lands that have basic land types because it can go get a Plains/Forest or an Island/Swamp, giving you access to two more colors instead of just fetching a basic land.

5) Khalni Gem is just straight up bad unless you have a reason to bounce lands to your hand. 4 mana and returning two lands is way too steep a price. It doesn't even put you ahead on the turn you play it. On top of that, it can only add one color at a time.

REPLACEMENT: Rampant Growth is a shoe-in here. 2 mana, gets any color you need. It only gets basics, but that is fine as long as your mana base is built right and you know your deck well.

6) Manalith isn't good for basically all the reasons that Darksteel Ingot isn't good, but it isn't even indestructible.

REPLACEMENT: So this is a case where you can make a replacement that ignores the downfalls of the original card by being super synergistic with your deck. Might I introduce you to Astral Cornucopia! It will most of the time cost 3 mana just like Manalith, and tap for any color just like Manalith, but every time you proliferate, it will tap for more mana. This can get WAY out of hand with all the proliferating your deck is trying to do. You may find it becomes too hot of a target for removal, but the benefit here is super unique to your deck and is worth running until your playgroup starts to hate it out of existence.

7) Simic Signet has all the pitfalls of Golgari Signet

REPLACEMENT: Another easy 2 CMC option to slot in here is one of the best ramp spells you can have, Sakura-Tribe Elder A.K.A. STEVE! It is basically Rampant Growth on a creature. This makes it crazy good because you can play it and have it out as a blocker, sacrifice it after it blocks, and go get your land. You can sac it on the end step before your next turn after playing it and basically see the same benefit as a Rampant Growth, but with the added benefit of having had a creature out that whole time. Hell, if you don't need the land and would rather have a blocker, keep him out longer and sac him in response to anything that would kill him or exile him. On top of that, it could be something you give infect to in a pinch. Master Biomancer could even make him huge when he enters. Any powerful effect that can be stuck on a creature adds so many benefits, you'd be hard pressed not to want it.

8) Sol Ring is always amazing. Nuff Said.

9) Temple of the False God is pretty awful in a four color deck. It can make your opening hands terrible, and shouldn't even really count as a land in most cases. If you're not counting it as a land, then it should fall into the ramp category, but in this case it ramps you one mana ahead, but gives you no colors, and replaces your land drop. On top of that, it wont work until turn 5 at the earliest. This is will be a feel-bad card a lot of the time.

REPLACEMENT: Harrow is ridiculous good. It costs 3 mana, but leaves you with 2 more mana to use after it resolves, effectively making it cost 1. Sacrificing a land is a small price to pay to go get two lands and have them come in untapped. It can fix your colors, put you ahead, and allow you to cast more spells that turn. Basically all the good gravy.

10) In order to make the 10th ramp slot, another cut will have to be made. As cool a Plague Myr is in the deck, I think it is best to consider that most of the time it will just be a 2 mana 1/1 with infect, because you'll want to spread those poison counters. When you do need it to be a mana dork, it might not even give you the colors you need. This kind of low impact is not enough to justify crippling your ability to ramp effectively, so for now it should go to your maybeboard. I would continue to keep it in mind in mind for the future if you feel another 2 cmc infect creature might as well become something that taps for mana occasionally. For instance, this could come back in to replace black mamba in the future if playtesting deems it viable.

REPLACEMENT: There a few really great options left. Chromatic Lantern is going way down in price due to the upcoming reprint, so I would definitely have that at the top of the list for this slot. For now however, you can stick to a land based ramp spell that I can mail to you. Nature's Lore is fantastic because it costs 2, searches for a Forest rather than a basic land, and puts the Forest in untapped. This means it can go get dual lands with forest as one of their two types, or even something crazy good for your deck: Murmuring Bosk. Nature's Lore should take priority over rampant growth once you have enough good duals, but for now, Lantern and Rampant work better together.

If you get Lantern, don't use nature's lore until you have enough duals to make it worth replacing rampant growth with it. If you don't get Lantern, Use both Nature's lore and Rampant Growth.

These changes should make your mana much smoother and more effective in the long-term, as well as allow you to cast most anything when you need to. Continue to think about whether you should add 1 or 2 more after you've play-tested a bit.

Italian2stalian on

1 week ago

From your maybe board i would definitely add Chasm Skulker, Crystalline Crawler, Deepglow Skate, and your Master Biomancer is a must. All these add to your counters really well. If i would take something out to place those cards in I would recommend,Cultivator of Blades since the second half of the effect doesnt synergize that well since it doesnt add +1/+1 counters. Mer-Ek Nightblade does synergize well but this deck is built for buffing up creatures pretty fast and deathtouch on a creature that would destroy anything anyways is kind of a waste. I would probably get rid of 1 or 2 cards that enter as a copy and maybe a sorcery you have that doesnt do anything with counters to make room for the cards listed above.

Fynzmirs on Master Biomancy

4 weeks ago

Ok, so I replaced Armorcraft Judge with Inspiring Call. It serves mostly the same purpose, but is 1 mana cheaper (yay) and doesn't give you a 3/3 creature (nah, it doesn't actually change much in this deck). I also replaced Cloudfin Raptor (an ok counter generator thanks to Simic Guildmage) with Hardened Scales.

Avatar of the Resolute is nice, but I wouldn't replace anything other with this card.

Servant of the Scale IMO doesn't really fit into this deck. If cast before Master Biomancer it doesn't do much, and otherwise I generally don't want my creatures buffed with 4 or so +1/+1 tokens to die.

Added two general "perfect scenarios"

Gidgetimer on can you order the stack ...

1 month ago

Multiple things can trigger at the same time, and their controller can decide what order to put them on the stack. So if you had a Sigil Captain and Ezuri, Claw of Progress then you could order the resolution of the abilities however you want. It doesn't matter for Ezuri, since he does not have an intervening if clause like Sigil Captain does, but you can order them how you like.

However; that isn't what is going on here. Ezuri does indeed have a triggered ability (usualy denoted by starting with when, whenever, or at). Master Biomancer has a replacement effect (614.1 covers the templating to identify these types of effects). Replacement effects do not use the stack and replace one event with another. If you have Master Biomancer in play and play Llanowar Elves instead of entering with no counters on it, as is normal, it enters with two counters on it. It will not trigger Ezuri because a 3/3 entered. Even though there may be a time in the physical representation of the game that Llanowar Elves is on the table and you have not yet put the counters on, in the timeline of the game it had those counters on when it entered and you are just catching up to representing the board state.

Neotrup on can you order the stack ...

1 month ago

Master Biomancer has a replacement effect that alters how creatures enter the battlefield. This means there isn't any moment when the creature is on the battlefiled without counters.

Ezuri, Claw of Progress has a triggered ability that triggers once a creature has entered the battlefield. As such creatures will already have counters from Master Biomancer before Ezuri, Claw of Progress checks to see if it triggers.

In short, no, those cards interact unfavorably.

As for how Ezuri, Claw of Progress's first ability interacts with the stack, once it triggers, it will give you an experience counter regardless of whether the creature still has power 2 or less. This means if you play a creature and it enters with power 2 or less, your opponent won't be able to use something like Giant Growth to try to stop you getting a counter.

Gidgetimer on does prolifirate activate doubling season?

1 month ago

I hate being a pedant, but the rules of MTG are very precise and sometimes require it for clear understanding of interactions. Effects are the results of a spell or ability, not the resolution of spells or abilities. This matters in this specific case because there are static abilities and replacement effects that do not resolve, but do place counters on permanents that are doubled by Doubling Season. A short list off the top of my head are Hardened Scales, a second Doubling Season, "enters with counters" abilities such as on Primordial Hydra, Master Biomancer's ability, the ability that puts counters on planeswalkers when they etb, infect, and wither.

ownagefactory on Pir & Toothy's Counters, Blinks, Copies and Draws!

1 month ago

Another thing to note about flicker cards. You can use them to reuse helpful ETB. Your list has a few good ones Armorcraft, deepglow, witness, ridgescale, or even flickering something that hit the battlefield before your Master Biomancer landed. Illusionist's Stratagem, Ghostly Flicker, Displace.

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