Good evening, folks! Here is a deck idea while sitting at university ;P

This deck focuses 2 things: - Ramp - Getting counters

Let's start from scratch. The main idea was to implement Master Biomancer in a way that suited his nature. First i figured to pump him in a turn to make his sharing better. Didn't hold up. I profited more when i had 2 of 'em out there, since they buff exponentially. So I was looking at that idea and 2 cards slipped in my mind: Progenitor Mimic, and Altered ego. Both mimicking our Hero on Duty so the exponential curve goes into insane. But their coooooost.... BOOM: Ramp shell. We play green, why not use that. We also play blue, why not take advantage of that either? So build around the idea of making a ramp base that gets our mana ASAP, as well as the blue component of scrying and protecting with countering. And thats were the deck stands now.

Let's goo through all. First of our main hero:

  • Master Biomancer: This dude is soooo underplayed, i love the idea of doing math while playing magic! He pumps every creature that enters the battlefield under you. He makes even a friction' mana dork in late game not a dead draw. Imagine a Defender with like 10/11. That wall is monstrous. Try to get behind that one!

Now for the rest: Creatures:

  • ALtered Ego: Mimic, cannot be countered, and can +x/+x if you want.

  • Boon Satyr: Pumping our mancer if needed, or just a cheap 3 mana creature to blow.

  • Elvish Mystic: mana dork, and NOT a dead draw if you combo, which is good.

  • Mistcutter Hydra: Haha so it cannot be countered, hates vapour snags and hastes directly after getting played. What is more frustrating than that? I had one situation were I played it for only one and green and got a 7/7 haste.

  • Progenitor Mimic: Expensive Mimic, that does soooo much. You like exponential curves? This dude does it. You're getting a Biomancer !each! turn.

  • Sylvan caryatid: Has hex proof, which is good for a mana dork, and makes rainbow. Only downside is defender, which is not that tragic, since it can be a defender bully when it hitted 2 biomancers e.g.

Non-Creatures:

  • Dissolve: More Protection Early on. Traded it for doubling seasons. Just to See how it works.

  • Rampant Growth: Searching for mana is good, so our combo peaces come faster.

  • Serum Visions: Scrying, and a draw spell, which we need, since our pieces are hard to get.

  • Simic Charm: One of 2 protecting spells. Either gives all hex proof, or, which is also nice, bounces us something back. That's is crucial. It can either save you a combo piece, mainly biomancer, or gives you a Progenitor back to hand, to cast it after, so that you can go even crazier!

  • Spell Rupture: This thing surprised me. I thought it will not be as good, but think about it: if you have a biomancer, plus a mana dork that entered, it's practicaly a 3 mana to pay - counter spell. Now think of such an example with a progenitor mimic on field.

  • Traverse the Ulvenwald: Searches us lands and, if we get delirium, which is hard in this deck, even tutors us a creature!

So that's that. What do you think of it? Do you have suggestions to make it more stable or more competitive? Please give me inspirations, especially for the land base!

I hope you enjoy play testing as much as i do! Have a nice day!

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Date added 6 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

24 - 0 Rares

5 - 0 Uncommons

17 - 0 Commons

Cards 60
Avg. CMC 2.29
Tokens Copy Clone
Folders Goods
Votes
Ignored suggestions
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