[Standard] Biomancer Flash

by SuperGoomba99 on 04 February 2014

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Instants (8)

Enchantments (3)

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Deck Tags

  • Standard
  • Master Biomancer
  • Flash
  • Simic

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 979 times.

Mana Curve

Mana Symbol Occurrence

0380034

Card Legality

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

Deck discussion for [Standard] Biomancer Flash

This is a decent deck

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Posted 04 February 2014 at 07:43

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Cool all your stuff has flash. So what? This deck doesn't seem like it could hold its own very well without a master biomancer on the field. Also since you only have 4 "creatures" in here (with flash, in other words only 4 which can be used to surprise the opponent) once they have played the deck once, they will know all the tricks it has, and just play around them. After all flashing in fancy things is nice, unless your up against something like a 5/5 double strike, or a burn deck which will just kill your creatures as soon as you flash them out, or any number of other things. My point being Flash can't take the place of substance.

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Posted 12 February 2014 at 06:36

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I don't really see a huge problem with the deck not working very well without a Biomancer. There are four of him so generally you should get at least one. You are right that it isn't anywhere near as good if for some reason you don't get him though. Also even if they have played against it before, I think an instant speed 5/5 is still pretty hard to deal with. And that 5/5 double strike: that is what the bounce is for. And saying that the creatures will die to burn as soon as you play them isn't really specific to this deck, and Simic Charm can help with it anyway, though I might add some cheaper counterspells. Do you have any suggestions on how you would improve it? I haven't really used it much yet, so it might end up completely different. thank you.

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Posted 12 February 2014 at 07:12

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We will have to disagree here. Also having 4 of something means that you can only count of getting 1 of it, with a strong likelihood of getting 2. If you save a charm that means that you are holding onto Master Biomancer as a 6 drop, which could easily get you killed. Biomancer is a boss, we don't need to to have him flashing hi friends around to get that. Also if you want flash creatures I would suggest Fated Reflection, clone that biomancer. Better yet how about prophet of kruphix to give all your creatures flash and elite aracnist on which to stick your favorite counterspell, simic charm or whatever. Maybe throw in the UG God when she finally comes out. Possibly chuck in quicken and some sorceries like maybe Stolen Identity and something else like urban evolution. Throw in druid's deliverance to populate all these tokens your getting, and some mana ramp so you can get out all this insanity quickly. But that's just me and what I would do. Of course what I would do after getting phrophet of kruphix out is put in elite arcanist with fated reflection on him, so he can clone himself and give me reuseable answers to anything I could possibly want answered.

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Posted 12 February 2014 at 08:00

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I hadn't thought of fated infatuation. It seems like a very good idea to put it in. I don't think Prophet is worth putting in just to give a few creatures flash. Elite Arcanist is nice, but has a pretty weak body. I might try him out though if I can find some. I don't think ramp is really necessary for this deck. Druid's Deliverance is probably good too.

Changes
-4 Briarpack Alpha
-4 Shambleshark
+2 Ranger's Guile
+2 Druid's Deliverance
+3 Fated Infatuation
+1 Fated Intervention

Thank you for your suggestions.

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Posted 12 February 2014 at 10:05

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