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Sorcery (3)

Creature (3)


Maybeboard


I can no longer call this a first run, Almost every card has changed from the first deck "Wizards of the simic Biomancer." The speed has greatly increased, the feel has changed somewhat, but it still needs work on reliability. Not sure if I should go for multiple ways of doing the same thing, or doing multiple things so opponents can't beat me before I even play.

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I am actually trying to make this deck FNM worthy. I know i need to drop some of my 4 drops, need more in my 2 and 3 slots. Not just what to drop, or what to add.
Master Biomancer Basis of whole deck, Maybe only need 3?
Call to the Kindred Every creature save 1 is a wizard, this speed things up a bit.(I think)
Ooze Flux G1: remove a single +1/+1 creates a creature, usually forcing an evolution.
Increasing Savagery Quick way to make the biomancer crazy powerful.
Talrand, Sky Summoner Perhaps the obvious choice, but those tokens come in as 4/4 fliers.
Fathom Mage Usually the target for Ooze Flux. Remove a counter, make creature, evolves to add that counter back, and I draw a card.
So what should i remove from this deck to speed things up, cause I am very week until turn 5!

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

15 - 3 Rares

18 - 0 Uncommons

7 - 12 Commons

Cards 60
Avg. CMC 2.49
Tokens Copy Clone, Drake 2/2 U, Frog Lizard 3/3 G, Saproling 1/1 G
Folders other
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