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Take out the bioshifts and add more of the spells you already have, or mainboard the uvenwald trackers. Then you can focus your tactics. You already have Zameck guildmage to take tokens off your undying once they come back. Invest in shock and dual lands, they have become slightly cheaper. More master biomancers. You want him to be on the field ready to go at the earliest turn 4, I'd say turn 3 but you have no Arbor elves in there. So it should play out like this - Turn 1, a one drop, like cloudfin. Turn 2, Gyre sage. Turn 3 Strangleroot geist, evolve gyre sage, Zameck guildmage (or other way around, doesn't matter). Turn 4 Master Biomancer, then go nuts :) If you want to take advantage of the massive amounts of counters you will be getting, and Guildmage isn't quick enough, throw in some Ooze flux's instead of Bred for the hunt. Will add to your massive creature pool.
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First, thanks for the advice!Second, explanations!Only reason I've thrown Bioshift in was situational token manipulation, the fact that you're able to maintain the token and can move it basically allows you to change how a combat phase might play out. However, you've got a point!The main problem with Master Biomancers and dual lands is that they alone add substantially to the deck's pricing, I'm trying to maintain something reasonably priced and remains fairly effective in standard. Guess I could potentially add Ooze Flux to compensate, though.Would you recommend throwing Arbor Elves into the mix?
Definitely recommend arbor elves. Ramp is always good. Sorry I didn't know there was a budget. Bioshifts are only really good if you are going to play a corpsejack menace, because with him on the field whenever you move tokens they will double due to his ability. Looks ok now. You have strength along with some evolving and some spells to back you up, and a way to take tokens off your undying. If you have ever played a deck where undying unit literally NEVER die, it is quite annoying.....
Mine has been doing really well lately, but it rotates out with innistrad block if that effects your process at all. Mine is also in your general price range:Shameless plug: http://www.mtgvault.com/nebs/decks/breaking-bioshift-50-standard/If you want to stick with your idea though, i would look at the creatures you are using. Right now, the only thing you got that evolves renegade krasis is Masterbiomancer and Vorapede and ooze flux. So you have a (4 of) that only gets its full potential from 6 other cards in your deck. I would play either higher toughness creatures or take Krasis out and go for a different evolve creature. Though there is something to be said about the combination of Renegade Krasis and Ooze flux. If you could run 4 of ooze flux and get both of them out you could guarantee a huge ass creature that evolves everyone (twice with krasis) AND do it multiple times per term. If you rely on this as your +1 generator and zameck as your +1 removal (early game), then I would take out the Increasing Savagery to make room for ooze flux, and take out Tracker for a playset of zameck and 3 elusive krasis and/or biomancers.
4 zameck guildmage!!! its a must in this deck. it combos with all of the cards you have. oh and ooze flux is not such a good card. the 4th rancor is!!! also another strangleroot geist. you should make this deck as aggro as possible. and if it gets longer you win with zameck's draw ability + infinite undying:D