Corpsejack Biomancer

by DouRyu on 13 March 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (7)

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Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 2,035 times.

Mana Curve

Mana Symbol Occurrence

01511026

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Corpsejack Biomancer

Pretty good design you have here. Only major thing I would change is to lower the amount of Ooze Flux you have and put in a few Bioshifts. I think this deck could get some great use out of it =]

Hope that helps =]

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Posted 13 March 2013 at 05:34

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surewhynot has deleted this comment.

Posted 13 March 2013 at 05:51

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Thanks for the help.

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Posted 13 March 2013 at 06:36

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I have recently started playing with the Evolve ability, and I am in love. This deck is insane, and gives me some inspiration. I second surewhynot's suggestion of upping the Bioshifts.

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Posted 13 March 2013 at 07:27

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I like the evolve mechanic as well.I haven't made an evolve deck yet but I may make one in one in the future.

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Posted 13 March 2013 at 16:30

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I fell in love when I purchased the Simic Synthesis intro pack. I was skeptical at first, but just wanted to try out an off-the-wall mechanic. It works beautifully. I have since decided to purchase a few other intro packs with unfamiliar mechanics, as a way to expand my awareness of the variety of mechanics.

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Posted 13 March 2013 at 20:40

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This is really intelligent!.. ...good job!..

I really like this, expecially the idea of Mortus!..

You just don't need 24 lands, only 23... ...you have 12 lands that could add blue mana, that's perfect, but the 15 of both black & green is too much... ...13 of each is enough... ... -1 Overgrown Tomb, -1 Woodland Cemetery & +1 Island is better... ...& from black, 12 is enough, so you could remove that swamp you have there & put in either another Grim, or an Alchemist's Refuge... ...The Refuge should be useful at times, since your mana curve is kinda' low & you could instantly block attackers with creatures that also get counters on them as they enter.......

Remove the 2 lands from the sideboard!.. ...they serve no perpouse... ...put in 2 Negates instead!..

So you'd have a free space in the main deck after reducing your land from 24 to 23... ...I say you drop Rupture, since it''s a counter you can't use at all times, expecially in the early game & when you get hit by a wipe... ...I'd use 2 Syncopate & 1 Plams Capture instead... ...Syncopate is nice at early game... ...sometimes you have to pay more for it, but it's still worth it... ...Plasm Capture is useful to you, since you play the Hydra... ...when Mortus got returned to your hand, sometimes you can't cast it the next turn along with what you draw, so a Plasm capture in the previous turn could help you with that.......

I'd take out 1 Bioshift & both Cyclonic Rift, than put in 3 Rancor... ...it's a killer with Biomancer!! :)


Here is my biomancer deck: http://www.mtgvault.com/poetmasterx/decks/biovraska-thragghoul/

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Posted 26 May 2013 at 15:07

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thank you! this decklist is one of my favorites and am excited to build it in a few weeks.i will make the changes now.

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Posted 27 May 2013 at 23:16

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thank you for the help! this the first deck that took a bit of heavy thinking to make.i can't wait to build the deck in a few weeks.

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Posted 27 May 2013 at 23:24

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what do you think of a bred for the hunt in the deck?

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Posted 27 May 2013 at 23:29

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suitable... ...I'd use 2 instead of both Ooze Fluxes...

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Posted 28 May 2013 at 04:26

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I would rather keep the ooze fluxes instead then.they would help with giving me more defense and to let the young wolves keep returning to the field.

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Posted 28 May 2013 at 15:54

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Very nice!
3 color decks scare me...that is why I never make them, but this one looks like it works, very well.

Good job!

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Posted 28 August 2014 at 02:20

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