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FINALLY decided to update this darned thing HERE. I had made a completely new deck here for it, but let's stack the amazing re-vamp here.

I took the time to make what i felt would be the refined form of my first ever deck, which was the Hixus intro pack, from Magic Origins. While not one card from that deck remains, Lands aside, the joy and fascination the deck brought me remains, and is honored in the surplus 4 cards I play, which is also a nod towards my naive desire to make a big deck full of big things.

This new deck is stable, and general fares well in friendly matches

You smirk to yourself as you pace back and forth in your lab. Your time spent on experimentation has finally resulted in some success. You spent the last two years of your life attempting to create adaptable creatures that could garner power from the very nature around it. More pleasing was you yourself developing powers to influence your own creations and underlings. Triumph.
Experiment One : Your first test subject. Little Terim was hardly prepared to face the brunt of the first dose of serum. His body melted almost instantly. You thought you had failed, but Terim had survived. Somewhat. While his corporeal form was unstable, and his memory wiped, he had certainty gained newfound power. The power to evolve. Perfect.

This card is your early game. It gets buffed by anything other than itself in this deck, and it regenerates.

Gyre Sage : With Terim a partial success, you had to find an alternative route. While you reached half your goal, you wished to keep the forms and minds of future subjects intact. This, of course, led you to experiment with mana, and no better subject here than an Elf Druid that communes with nature. With mana and science as one, nothing stopped you from empowering this sage with your product. Even better than little Terim. This druid was flawless, her form intact, mind whole and the ability to evolve. Unexpected to even you, her power to manipulate mana along side the experiment. You now had what you needed.

Almsot anything in the deck triggers evolve on her, making her a 2/3 Elvish Mystic ! Wuu! More counters means more mana too, so you can play those X cost cards as big as you'd like. She's also good to hoard counters for Bioshift

Avatar of the Resolute : Defense. With experiments there is always a risk of things backfiring. You cannot risk being caught in an explosion or melted down by Terim, and this was your solution. An Avatar guard. By injecting yourself with a weaker dose of your formula, you are able to project the Avatar near you to defend yourself. While it seems the weaker dose did not grant you the ability to evolve, it did grant the Avatar a power similar to it. The Avatar would grow stronger when it stood behind any modified subject in your lab. Could things get any better?

The only notable flying defense in this deck. It gets buffed by any other buffed creatures, so it's not a bad drop to have.

Bramblewood Paragon : Blasted nature! Your experiments have hit a standstill. Your forumla does not seem to impact any of the creatures in nearby forests or plains, how could this be? Evolution. Immunity. You seek out a 'volunteer' to test this theory. Surprising. She has adapted the formula into her, almost like a beneficial virus. Nothing around could gain the power of evolution anymore, but it seems as if a mutated variant now existed. When placed near evolved or infected subjects, they seemed to gain an odd ability to pierce weaker materials and creatures. Fascinating.

I love this card. It gives anything you have with a +1/+1 counter trample, and even buffs up future versions of itself, and even Champion of Lambholt ! This card is kind of a backup plan, trample the enemy to death.

Champion of Lambholt : With a subject such as the Bramblewood Paragon, there must certainly also exist different variants, and this is one. Unlike the ones empowered by evolve, which only gain newfound power when allied with a stronger being, this one gains power regardless of whether the ally is stronger or not. A superior specimen, a sample for testing...

The main win-con of the deck. Before blockers are set, bioshift all the counters you can to her, and your opponent most likely can't block anything you have, making for an easy win.

Managorger Hydra / Mistcutter Hydra : Intense testing resulted in two interesting subjects for you. Both are hydras, each of which hold different variants of the power. The first holds an evovle trigger even greater than that of the Champion of Lambholt , where even attempting to cast a spell to destroy it makes it stronger. The latter does not possess that ability, but instead, absorbs the power of mana from birth to reach near limitless potential. Your research has taken you very far.

Just meant to be big threats. The latter of the two comes with haste, and blue protection, so it's a nice choice to make really big.

Mikaeus, the Lunarch : _ How? HOW? This darned religious cult leader wields the ability to absorb and share his power, which is not too different from your own power from your research. You must enlist his... 'help'. _

One of the reasons this deck even has white in it. He can be a solid beefstick, and even share that beefiness with the rest of your board, with instant speed.

Nissa, Voice of Zendikar : A Planeswalker you met during your outings. She holds the ability to manipulate the power of the world. An Animist. Something you cannot hope to grasp, but you persuade her to help you with your experiments, telling her that her ability to manipulate plant life would be exceptionally useful, and she agrees. Excellent...

Nissa. Yup. Amazing help in this deck. With her ability to make plant tokens and subsequently buff them up, she's another valuable asset in this deck.

All your experiments and tests have left you with a limited variety of powers to influence your subjects and 'allies'.

Bioshift : The first of your abilities. You can adjust the level of enhancement between your subjects, going as far as to even transfer power between them. Interestingly enough, you cannot take the power from an enemy and place it within your subjects, but you can move it onto an ally of the enemy. What causes this restriction?

Keycard in the deck, alongside Champion of Lambholt .

Dromoka's Command With the help of Nissa, and some blood of a dragon you are able to manipulate even more things around you. This power allows you to channel mana into other magic defenses, a small barrier for spells, empower a single subject and even provoke a fight between a subject and enemy. Most useful...

Another reason we run white. The utility of this card is just too useful.

Inspiring Call By channeling your mana into your lungs, you can create a shout that leaves your subjects temporarily impervious to damage, though it only seems to affect those that have been empowered.

Protect your board from an aggressive attack, board wipe and even the apocalypse? Adding in draw, you should never not play this card.

Solidarity of Heroes Your final, and possibly greatest power. By placing your hand upon an ally that has experienced a buff or variation, you can dramatically increase their power twofold, permanently. With a greater increase in mana usage, more targets are possible.

A finisher card. If your opponent doesnt block a creature, with Bioshift and this, you make for a mean strike to the face.

Hardened Scales : With biological experimentation, there is of course testing done on inanimate objects. This armor, while granting no particular defense, influences the exchange of mana within your subjects, increasing the boons and buffs they receive, multiple instances of the scales can provoke significant empowerment.

You always want at least one of these on board.

Satisfied with your experiments and tests, you wonder if you should move on from here, or give one last thing you heard of a try. Something called an... Eldrazi? Nissa mentioned such a thing once. Something as unnatural as that could certainly provide interesting results. Perhaps you'll just take a step into their realm and dabble with them...

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99% Casual

Competitive

Date added 9 years
Last updated 4 years
Splash colors W
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 1 Mythic Rares

30 - 5 Rares

12 - 5 Uncommons

4 - 5 Commons

Cards 64
Avg. CMC 1.89
Tokens Plant 0/1 G
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