Hybrid Week continues with a combat trick that
persists long after combat. I'm not sold on this
one, as it only works if you're using +1/+1
counters and have a decent number of counters on
at least one creature. Most often, you can
scavenge the counters from a doomed creature to
place them on a creature that is no longer
doomed.
The fact that you can move any number of
creatures means that in certain blocking
scenarios you'll be able to fix it so all your
creatures still live. It's also a nice effect to
have for Evolve decks, since they stop Evolving
once they get as big as the base power/toughness
of your biggest creature. You can also Bioshift
your opponents' creatures, if he's using +1/+1
counters too, but that's too narrow an
application for Bioshift to be worth even a
sideboard slot in a deck that isn't reasonably
dedicated to +1/+1 counters.
Commander decks starring Jenara or Speaker
Zegana will like this card, but most 60-card
decks just don't get enough punch out of this.
Interesting note: this card's mechanic is a
reference to Simic Guildmage, from way back in
Dissension. Of course, it has a notably higher
immediate impact and a surprise factor, but not
re-usability (barring Archaeomancer and such).
That makes neither it nor its ancestor
automatically the better choice, but I kind of
like how you can use Bioshift to turn a
highly-Evolved attacking creature back to its
original form and make it vulnerable to your
defender or your Arrows of Justice. You can also
use it to confuse people by attacking with the
smaller of your two creatures, and drawing a
more advantageous block for yourself. Those two
points put Bioshift slightly ahead in my
personal book, but I advise trying it out for
yourself; I doubt you'll be disappointed.
Welcome back readers todays card of the day is
Bioshift an interesting take on another token
transferring card Fate Transfer, Bioshift is a
bit more limited as it needs to transfer +1/+1
counters and only to creatures with the same
controller. In standard I don’t see this card
seeing much play as it doesn’t provide a
noticeable advantage to a certain deck type
making it awkward card that doesn’t have a home.
In other constructed formats I don’t see this
card doing enough to warrant deck space and
having much of an impact. In casual and
multiplayer proliferate and token manipulation
are a thing and this card provides a solid
combat trick and rarely could be used to save
you from a big attack of the opponents counter
riddled creature. In limited it’s a solid simic
combat trick that may see some main deck play
but not the most exciting card. Overall a solid
limited and casual card.
Welcome back readers todays card of the day is
Bioshift an interesting take on another token
transferring card Fate Transfer, Bioshift is a
bit more limited as it needs to transfer +1/+1
counters and only to creatures with the same
controller. In standard I don’t see this card
seeing much play as it doesn’t provide a
noticeable advantage to a certain deck type
making it awkward card that doesn’t have a home.
In other constructed formats I don’t see this
card doing enough to warrant deck space and
having much of an impact. In casual and
multiplayer proliferate and token manipulation
are a thing and this card provides a solid
combat trick and rarely could be used to save
you from a big attack of the opponents counter
riddled creature. In limited it’s a solid simic
combat trick that may see some main deck play
but not the most exciting card. Overall a solid
limited and casual card.