A Simic card that's undeniable Simic. You see,
when you use an effect like this to change a
creature's base stats, any +1/+1 counters on it
are counted afterwards. In Ravnica 1.0, some
people had some fun with Omnibian, using it like
a Polymorph effect on opponents' creatures or a
Giant Growth effect on their own. The Simic no
longer use 0/0 creatures, but they do still love
to pile on the +1/+1 counters, which means
Biomass Mutation is worth a lot more potential
power.
The fact that it's a potentially game-winning X
spell in the color of mana acceleration is a
major help as well. I suspect that this is going
to deliver more than its fair share of
deathblows in the coming two years.
Do you guys remember Eventide? You should
look it up if you don't. It was a good set. At
the time, though, I was more concerned because
it had a high number of "copy" and "become"
effects, and since at the time I was the
resident rules expert in my group (though far
removed from actual rules experts), I was afraid
it was going to turn every meeting into a rules
session rather than a gaming session. (Just a
couple of months earlier, I'd spent most of a
meetup explaining why Mutavault plus Mirrorweave
beats Cryptic Command or Wrath of God.)
Fortunately, Biomass Mutation is a lot
simpler, as long as you remember that auras and
+1/+1 counters apply after this card's effect.
Since it doesn't target, it's less risky than a
lot of creature-boosting spells, and since it's
an X spell, it can beat life-gaining decks more
readily than something like Overrun. Plus it
gives you another excuse to attack with an
unenchanted and unequipped Ornithopter or Aven
Envoy, and that's just hilarious.
Welcome back readers today’s card of the day is
Biomass Mutation an interesting finisher card
allowing you to change your creatures into
monsters. In standard I could see this card
acting as a sort of finisher for token based
decks or decks that spew out a ton of small
creatures, aside from its obvious uses as a
finisher, the creatures keep their abilities
making it a more powerful when your creatures
have combat centric abilities. In modern the
same concept applies make a small army and turn
it into a gigantic force. Token support in
modern is different meaning this card could see
some play the instant speed means you can
surprise people in combat with it or save it for
the final killing blow. In legacy and vintage
its kind of slow. In casual and multiplayer
token strategies or infect creatures could make
good use of a way to increase their power, the
instant speed becomes more relevant to protect
yourself. In limited it seems like a mana
intensive bomb a heck of a combat trick and a
way to put the game away. Overall a powerful
card that could see in multiple formats and the
kitchen table especially paired with token
generation.
Today's card of the day is Biomass Mutation
which is an X and two Green or Blue instant that
makes creatures you control X/X until end of
turn.
For a 1/1 token deck just four mana can double
the power and toughness in play while five or
six would triple or quadruple it. In those
situations this is a very efficient card and it
also works well with +1/+1 counter decks like
Simic as it only changes the often low base
stats, not external modifiers. Overall
this is a beneficial card to particular decks
that works offensively or defensively, but needs
the field to be arranged a bit to be efficient.
In Limited with the frequent endgame excess of
mana this can be a big finisher or surprise
defensive move, particularly when played
alongside Simic's counters. The hybrid
mana allows any deck with Blue or Green to
include this and the potential justifies a slot
in most Sealed builds.
In Booster this is a fairly midrange first pick,
it can do a bit, but looks for both creatures
and a decent supply of mana. Even with
that it can be difficult to pass and it is a
solid start to a Simic draft.
Welcome back to Pojo.com's Card of the Day
section! We have been looking at green cards all
week and figured we should close out with a
great one from Gatecrash. Biomass Mutation.
Biomass Mutation is a rare hybrid blue and green
instant that costs X and two hybrid blue/green
mana. Biomass Mutation says until end of turn,
your creatures become X/X.
How great of a card is BIomass Mutation? Well,
that depends. I have seen it sweep in and spell
defeat several times already, when properly
used. And even when it isn't even there. What do
I mean by that you ask. Well, I'll explain. Once
your opponent knows that the potential is there
for a Biomass Mutation, it messes with their
strategy. The reason is, they won't want to fall
victim to it more than once. So, you enter your
attack phase, and all your mana is untapped.
your opponent will likely choose blocks they
normally wouldn't if they didn't know you were
playing the Biomass Mutation. Which this itself
could all be a bluff, and then still cost them
the game because they lose their creatures.
But a deck that is properly designed will win
with Biomass Mutation regardless of how your
opponent responds. A deck swarming with small
fliers, such as a Faerie deck, will gain air
advantage, and thus a significant pump, while
still allowing to counter spell, will spell
certain doom for an unsuspecting opponent. Decks
that thrive on Trample and mana ramp, or
unblockable creatures will also see the benefits
of Biomass Mutation. And the great thing is that
this card can run in either or deck style,
because of being a hybrid.