Sideboard

Instant (8)

Enchantment (4)


Maybeboard


Super cheap deck. I bought it online and paid under $30 including tax and shipping for it, including the sideboard and ignoring basic lands, plus a little bit of low price digging. (I bought most of the cards from Card Kingdom, but I bought the Incubation Druids from TCG.) (Some changes were made so I technically paid more than $30, but the current deck still fits under the $30 cap I set as of the time I am writing this.)

It's pretty fun and works pretty well. I don't think it's much of a competitive deck, just because it can be a little slow for competitive, but it's a lot of fun to throw down a Galloping Lizrog and pump it up to 100 +1/+1 counters then Ram Through straight to a win.

MAINBOARD:

  • Benthic Biomancer Is good for a turn 1 drop and cycles a little bit. Works great combined with Zameck Guildmage for a consistent draw and cycle combo.

  • Biomancer's Familiar Is probably the most important card for this deck. Its ability to reduce ability costs by is incredibly useful and it's effect lets you grow your creatures bigger. (The reason why I built this deck in the first place is because I found this card and thought it was cool.)

  • Galloping Lizrog is just really big and scary. Sucks up all the counters allowing you to adapt your other creatures again and has trample which can make it be a win with Ram Through.

  • Growth-Chamber Guardian is absolutely incredible. If you have Biomancer's Familiar it's basically 3 mana per body for 4 4/4 bodies off of one card.

  • Incubation Druid is just ramp.

  • Parcelbeast is a wonderful card. You can mutate him on top of something (for 2 cmc instead of 4) like a Benthic Biomancer to pay and for a card draw or putting a land straight onto the battlefield for ramp.

  • Spectral Sailor Is so good for card draw. With a Biomancer's Familiar, it's 2 mana for a card and can be triggered an unlimited amount of times, which is incredible in standard. (Honestly, I'm surprised it's legal.)

  • Wildwood Scourge ramps up counters fast which can make for a great dump into a Galloping Lizrog or a great attacker on it's own with Zegana, Utopian Speaker.

  • Zameck Guildmage's first ability is only good if you trigger it before you play an Incubation Druid, but his second ability is where he truly shines with a great card draw without a Biomancer's Familiar, and it's not like anyone's running out of +1/+1 counters anytime soon.

  • Ram Through's sole purpose is to smash those annoying creatures into a wall. Also can help you win quickly if the creature you choose has trample and enough power, particularly Galloping Lizrog.

  • Primal Empathy provides an extra card draw each turn since, chances are, you're going to have the strongest creature.

  • Simic Ascendancy can give an alternate win condition and makes for quicker wins. Personally I don't normally try to win this way, because Ram Through is more fun.

  • Neoform is some card that I happened to own one of, so I put it in here. It's best used on a Benthic Biomancer to get you a Biomancer's Familiar or an Incubation Druid.

SIDEBOARD:

MAYBEBOARD:

Everything in the maybe board is either illegal, too expensive, or just a card that fits but I didn't want anymore. This deck is standard, but if you want modern, you can throw some of those cards in.

  • Combine Guildmage I used to use it in this deck, but it's just too slow and inefficient. I found myself avoiding any use of it since ther's always better options.

  • Vorel of the Hull Clade doubles counters for bigger boys. This can get out of hand pretty fast and it's beautiful to target a freshly born Galloping Lizrog.

  • Shapers of Nature does the same as Zameck Guildmage, except it's slower without a Biomancer's Familiar and faster with a Biomancer's Familiar.

  • Lorescale Coatl. When this guy was first suggested to me, I thought it was pretty lame, but then I realized that it gains counters on your draw step, not simply whenever you manually draw a card. It was a dumb moment. It's decent, So I'll leave it in the maybeboard.

  • Predator's Rapport is a lot of lifegain incase you get low.

  • Sharktocrab involves a little brain work. It may not seem like much on its own, but with the right friends to back him up, he can shut down plenty of your opponent's pesky creatures. To use him to his fullest potential you'll want him to adapt right after your opponent untaps to tap a creature for essentially two whole turns. Then you can use Biomancer's Familiar to do it a second time on another creature and/or Combine Guildmage to trigger the effect again. The end result is constantly shutting down your opponents' big attackers or important tappers (unless they immediately tap in response). The only cost is that you have to keep sinking mana into him, but it's so satisfying to make your opponents unable to do anything even though their creatures are still on the battlefield.

  • Zegana, Utopian Speaker is a great place to sink your mana into. If you have 2 Biomancer's Familiars, then it's 2 mana for 4 counters and the trample effect is a wonderful addition.

  • Bond of Flourishing helps cycle through the deck in early game and isn't useless in mid to late game. Plus the life gain makes you a little tankier so you can pull off your counter growth.

  • Training Grounds is an expensive card that acts as more Biomancer's Familiars.

  • Power Conduit is a cheap way of moving counters around for the sake of triggering certain effects.

  • Benthic Biomancer: Cycle.

  • Biomancer's Familiar: Adaptation cost less + more adaptation.

  • Galloping Lizrog: Big boy.

  • Growth-Chamber Guardian: Body advantage.

  • Incubation Druid: Is just ramp.

  • Parcelbeast: Draw and ramp.

  • Spectral Sailor: Card draw.

  • Vorel of the Hull Clade: Double counters.

  • Wildwood Scourge: Doubles net +1/+1 counter gain.

  • Zameck Guildmage: Card draw.

  • Ram Through: Target creature damage (and player damage).

  • Primal Empathy: Card draw.

  • Simic Ascendancy: Alternate win.

  • Bond of Flourishing: Cycle + Lifegain.

  • Neoform Card Swap.

  • Keep Safe: Counter.

  • Miscast: Counter.

  • Mystic Subdual: Nullify.

  • Well, this deck once was standard legal, but it no longer is, so I swapped out a few of the maybeboard to make it better now that it has to be modern, but It still keeps the original feel, just a little more powerful.

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    91% Casual

    Competitive

    Date added 3 years
    Last updated 2 years
    Legality

    This deck is Modern legal.

    Rarity (main - side)

    20 - 0 Rares

    17 - 8 Uncommons

    3 - 4 Commons

    Cards 60
    Avg. CMC 2.35
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