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Ravnica nightmare - wizards focus

Modern Counters GU (Simic) Wizards

Capt_J


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This is a deck that tries to maximize the number of counters I can put on creatures. Once it gets going, it seems to do a decent job of exponentially adding power.

It uses Master Biomancer's ability to make cards bigger combined with Death's Presence to give the biomancer a power boost anytime something dies.

MAIN COMBO

Death's Presence + Master Biomancer Basically every time something dies the Master Biomancer gets bigger. Add in Nim Deathmantle and the creature that just left the battlefield will be massive when it returns. Evolutionary Leap can be used if you need to look for a creature or your opponents aren't killing any of your existing creatures.

Of course, if you can get more than one copy of Death's Presence out, then you will get another set of counters to throw around. Simic Manipulator and Sage of Hours both love this.

SECOND COMBO

Sage of Hours+Ring of Evos Isle+Evolution Vat -step 1) Place the ring on the sage. -step 2) The sage gets a +1 during upkeep. Use the vat's full ability. Sage gets another +1 and doubled. Currrent counters =4 -step 3) The sage gets a +1 during upkeep. Use the vat's full ability. Sage gets another +1 and doubled. Currrent counters =12 - Remove the counters for 2 free turns. Sage is now back to the same state as he was on #2. Once this is set up, repeat the process. Lock the opponent out of the game.

THIRD COMBO (not able to win with this, but it is useful)

Sage of Fables or Master Biomancer + Glen Elendra Archmage = immortal flier that can be sacrificed to counter spells. You can't keep her down. Note: if neither Sage of Fables or Master Biomancer is available, Ring of Evos Isle works as well, but is slower.

Muddle the Mixture is a very useful card. If you can transmute it your first target is either Nim Deathmantle or Ring of Evos Isle. If you already have both, you could search for Evolutionary Leap to sacrifice blockers and gain a boost, or Simic Ascendancy to end the game quickly, or Incubation Druid for mana ramp.

once you have played someone with this deck you will need to protect the Master Biomancer, put the Ring of Evos Isle on the Master Biomancer at first opportunity. (And try to keep some mana reserve to power it.) This will have the side effect of making him bigger every turn. So don't forget to add in those counters.

Another good Target for the ring is Simic Manipulator. Of course, as long as you have Nim Deathmantle in play and enough mana to power it, you don't really have to fear death for any of your creatures. But try to keep the Master Biomancer in play as everything that comes back with the deathmantle will get bigger than otherwise as a result.

If you are facing creature removal that exiles, you have two options; Glen Elendra Archmage can shut down enemy spells. Or you can simply remove the target before it resolves. Riptide Laboratory can bounce your wizards out of harms way, and Evolutionary Leap + Nim Deathmantle can send something to the safety of the graveyard and pull it right back. (and if the main combo is set up properly, the creature will come back so much bigger your opponent will regret they attempt.)

Currently this deck takes a long time to really get going. With luck, Muddle the Mixture and/or Glen Elendra Archmage or Simic Manipulator will be there to slow down your opponents.

Note: this deck doesn't do a lot on turn 1 normally, so if you have Halimar Depths in your starting hand, that is the time to play it.

Watch out for: Currently the deck is a bit weak vs a large flying army. Also, watch out for Artifact or enchantment hate. Also, since this deck takes time to get going, beware fast decks.

This deck is possible to create some really beefy creatures that will destroy the opponent if they get through. Simic Manipulator can help clear a path while adding your opponents creatures to your side.

Simic Ascendancy, (which you can tutor for with Muddle the Mixture) can give this deck an easy cheap win.

It should be possible to give Sage of Hours so many +1/+1 counters that you could take a huge number of turns. During that time, you should be able to set up so that you get even more free turns. So it's possible your opponent will simply forfeit as you get everything from your deck on the table. (If they don't, just revert back to win condition one and use your huge number of turns to set this up.)

I would like advice for making this deck faster/more competitive.

I am considering switching Caller of Gales for Faerie Seer, or Sage of Epityr. The caller can make other creatures fly and thus help bolster the deck against flyers where it is a bit weak. While the other two could be both defense and help set up future card draws. I was using the Enclave Cryptologist but she just doesn't get leveled up enough in my games to use her card drawing ability very often. instead, the Sage of Fables card drawing abilities usually get more use. With Evolutionary Leap also helping to get creatures to my hand.

In a previous version of this deck I was using Progenitor Mimic targeting a biomancer. Every turn the boost that a new creature coming into play would get, got higher and higher. However, Progenitor Mimic was expensive to get out. As such I am considering Mirrorhall Mimic  . It is cheaper and looks like it can fill a similar function.

In this vein, would a card with populate be a good idea?

I recently found out about Halana and Alena, Partners and I imagine that if it is out the Biomancer would get significantly bigger every turn. To splash in the red for it I am considering Cave of Temptation, Cascading Cataracts, Guildmages' Forum, Archway Commons, Crystal Grotto, Forbidden Orchard, Gateway Plaza, Holdout Settlement, Transguild Promenade, Vivid Creek, or Vivid Grove. Previously, I had played with the vivid lands and I can't remember now why I took them out.

I also recently found Geralf, Visionary Stitcher in a deck, it could be an alternate way to sac creatures for the Death's Presence effect. With the ability to create a token blocker with flying. He also synergizes well with Nim Deathmantle in that any creature wearing it counts as a zombie and thus gains flying. however, the full use I would want to put this to requires I wait till midgame when I have both the death mantle and the mana to use it. So I think it will be too expensive to consider at this time.

Aether Channeler might be a good addition since it is both a wizard and has some interesting etb triggers that will go off every time we pull it back from the graveyard.

Note: I tried testing an earlier version of this deck with Doubling Season and a few similar cards. It worked really well, but when I checked the prices, I felt they were a bit out of my price range.

recently noticed Ingenious Prodigy from Wilds. This promises to be a cheap card for speed that is still worthwhile in late game

I look forward to any suggestions anyone has for this deck.

Suggestions

Updates Add

I was looking for a way to generate extra mana by untapping Incubation Druid. I got a reminder that Vigean Graftmage would be a good choice. it can graft a +1/+1 to the druid to unlock it's extra mana production. Once that extra mana production is unlocked and it can tap, tap to create 3 blue mana and spend 2 to use the Graftmage's ability to untap the druid. Repeat. every 3 or 4 times you might have enough mana to generate for a different color.

I was originally thinking about this because Riptide Laboratory can send Elvish Hydromancer back to hand. So it is possible to play it (kicked) multiple times in a turn.

I know from other builds of this deck that getting a token generator targeting the biomancer causes excessive coolness to happen. As such I may consider useing Progenitor Mimic or Helm of the Host or Mirrorhall Mimic  Flip/Ghastly Mimicry  Flip

Comments

96% Casual

Competitive

Date added 2 years
Last updated 1 year
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 1 Mythic Rares

30 - 4 Rares

8 - 1 Uncommons

14 - 0 Commons

Cards 64
Avg. CMC 2.70
Tokens Bird 1/1 W, Elemental 1/0 U
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