Biomancer's Familiar

Biomancer's Familiar

Creature — Mutant

Activated abilities of creatures you control cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.

: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.

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Legality

Format Legality
Block Constructed Legal
Custom Legal
Casual Legal
Leviathan Legal
Commander / EDH Legal
Modern Legal
Arena Legal
Pioneer Legal
Highlander Legal
Unformat Legal
Vintage Legal
1v1 Commander Legal
Oathbreaker Legal
Tiny Leaders Legal
Canadian Highlander Legal
Limited Legal
Gladiator Legal
Legacy Legal
Duel Commander Legal
Historic Legal
2019-10-04 Legal

Biomancer's Familiar occurrence in decks from the last year

Latest Decks as Commander

Biomancer's Familiar Discussion

Coronoro on Kenrith the cycled King

4 weeks ago

Thank you for the suggestions. New Perspectives seems like a really good fit and its luckily one of the cards that are also in the Timeless Wisdom deck. I mainly intend to use Biomancer's Familiar for Kenrith, the Returned King as his abilities, especially the revive one can be quite costly.

ShibaWiz on [[Primer]] Kinnan's Summoning Ritual

1 month ago

Very cool deck. Big fan of making Eldrazi work outside of Colourless decks.

Have you tried changing Biomancer's Familiar for a Training Grounds? Same effect yet less cmc, Enchantment so harder to remove and Biomancer's Familiar tap ability offers no extra utility.

Goblin_Guide on Morph-Kido

1 month ago

Ok so one more aikido thing: don't add straight up pillowforts, but maybe consider some cards that are onboard and will punish people for going your way, like No Mercy. Might be nice.

Now, for cuts:

Azusa: I’m not sure why you added this? She’s good ramp but you’re not really a lands deck so she might not be as useful as often as you want, especially with only 31 lands.

Broodhatch: useful card and can have some funny game states set up, but against anything with trample it’s bad, and it just isn’t a great card.

Chromeshell: don’t actually cut this, I just want to talk about it. It actually says you can exchange control of target creature you don’t control and target creature you control. This means it doesn’t always have to be the creature you give. Just to clarify.

Great Oak: seems kind of weird in this deck? I’m not sure why it’s here.

Ixidor: it is an anthem, but the second ability seems virtually worthless to me; if you had more stuff like Heartstone or Training Grounds or Biomancer's Familiar I would be ok with it, but otherwise I don’t really see it being useful. Just think about it replacing all morph costs with .

Spellsnatcher: very good effect, but that morph cost is reaaally up there. The more ways you add to the deck to turn things up for free, the better this will get, but until then I don’t think it’s enough.

Entrancer: similar to broodhatch, I think this card has a really high ceiling and a really low floor. Depending on how varied of a gameplay experience you have this might not be best.

Sakura-Tribe: I’ve played against the deck, and you don’t need the ramp.

Conscription, Hex, Amalgam, etc: Just keep these really high CMC cards in mind, they might need to be cut at some point.

Salvage: there are better recursion spells; I might just replace this with Eternal Witness if you want to go one-for-one.

Ethereal Ambush: this seems less than ideal, I think it should be cut for something of a lower CMC (ideally a morph).

Let me know if this isn’t enough cards, I can think harder.

SimicVisionRy on Kruphix Control help

2 months ago

In summation, I am having a hard time thinking of cards that would directly prolong your strategy with Kruphix, God of Horizons as a Permission deck....Seems like the wrong color pair to be enforcing it, as I believe Azorius is far superior in that regard; However, as far as Kruphix is involved, I think that cards like Prophet of Distortion would work well with him, although any Training Grounds or Biomancer's Familiar esque effects could make that better too! I think that a Kinnan, Bonder Prodigy would work well with dorks, and can also be a sink for that enourmous amounts of mana you can churn out with his activated ability! Let me know if that helps any!

rjife on kenrith

3 months ago

Biomancer's Familiar would be sweet in this deck.

Massacar on Party Allegiance

3 months ago

I'm surprised General Tazri isn't included here as well.

If I may suggest, while you do want to get maximized value from Tazri, Beacon of Unity's ability, I would recommend cutting down your overall creature count. Even for a tribal it's creature heavy and I think cutting that category down to 36 would give the rest of your deck room to breath (counterspells, removal, draw sources, etc). Plus then you could slot in some of the spicy tribal artifacts like Coat of Arms.

Other more specific suggestions are Training Grounds, Thran Turbine, Biomancer's Familiar, and Heartstone to help with paying Tazri's ability cost.

Massacar on

3 months ago

If I may ask, what purpose is K'rrik, Son of Yawgmoth serving in this deck? Since black isn't featured particularly heavily in this deck, and he isn't any of the party subtypes, I feel like his spot could be better utilized by something else.

Same essentially goes for Zur the Enchanter since only 3 of your enchantments can be tutored by him to begin with.

Training Grounds, Thran Turbine, Heartstone, and Biomancer's Familiar can all help out with paying for Tazri's ability.

DemonDragonJ on Personal Trainer

3 months ago

Flooremoji, Caerwyn, I completely forgot about Biomancer's Familiar, which means that making this card was entirely pointless.

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