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Community Rating: 3.174 / 5  (95 votes)
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I think this is one of those cards that people wholly underestimate, until they lose a game to it. Even in Limited, it's super versatile: along with the obvious Simic combos/card-draw, move a ton of couters to Gyre Sage at instant speed then use her ability for ridiculous mana-ramping.

That being said, Wizards obviously made it a common for a reason.
Posted By: lethal_coffee (1/23/2013 5:53:34 PM)


Simic combat tricks are the best, shifting offense/defense with one mana, not to mention the synergy on various creatures. You can cast this on enemy Ally creatures to weaken them accordingly.
Posted By: Cyberium (1/23/2013 11:06:00 AM)


One incredible combo with this card: Protean Hydra. "Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step."
Posted By: stanfonz (2/13/2013 11:50:58 AM)


I find it interesting this is both a one-drop and a common. And the more I think about it, I'm satisfied with how powerful that actually turns out to be (not too much.) It's just Good. :) You do Science to your creatures, you make some bigger, you surprise-block....all good ^_^

You probably DON'T normally do a mass exodus of counters to a Super Beatstick for the Win, but it CAN happen as well! :D
Posted By: DarthParallax (1/25/2013 5:12:17 PM)


People are severely underestimating this card.

With Corpsejack Menace this card basically reads "Move any number of 1/1 counters from target creature onto another target creature, then double them." It's at instant speed as well, so it's a combat trick, and the ability to move your counters onto a creture, then retrigger evolve the next main phase makes it a very versatile card.

I'm gonna run a playset of these in Simic for sure.
Posted By: StyxTBeuford (1/28/2013 12:33:04 AM)


@AlphaWolfs: Bioshift can trigger any two distinct creatures you own. They don't need to have counters alread on them, and you don't have to choose the number of counters to move until the spell resolves. Heroic triggers when the targeting spell is cast, not when it resolves. Bioshift removes and places the counters as it resolves, like any spell would. So your Situation B is the result.

1- Cast Bioshift, targetting your two heroic creatures.
2- Heroic abilities trigger and then resolve
3- Bioshift resolves. Now you can decide which counters to remove and replace.

Corpsejack Menace makes everything very interesting.
1- Corpsejack Menace, Fabled Hero, and Centaur Battlemaster are on the field, owned by you, and have no +1/+1 counters.
2- Cast Bioshift, targeting Fabled Hero and Centaur Battlemaster.
3- Each heroic ability triggers, which Corpsejack replaces on resolution. Hero has 2 counters, Battlemaster has 6.
4- Bioshif... (see all)
Posted By: JimmyNoobPlayer (10/7/2013 9:55:59 AM)


With art like that I can't help but read Bioshit...

Also, for those who say "underwhelming" I guess you could draw a crapload of cards by Bioshifting your Fathom Mage.
Posted By: ThisisSakon (1/22/2013 3:15:37 PM)


With Corpsejack Menace out, or preferably several, any counters you have can turn an unblocked creature into a kill shot no problem. Fantastic instant, I give it 4/5
Posted By: Monkeypantsa (2/8/2013 9:19:44 PM)


If only there were a reliable way to cast this more than 8 times in a game in Standard...

People are greatly underestimating this. It's bringing a lot of things to the table that can shake up the way you play your deck.

You can use it to get more uses out of your Undying creatures.
It lets you save all of the +1/+1 counters that you've built up on a creature when your opponent tries to remove it, which goes really nicely with Scavenge or other cards that can only give counters a limited number of times.
When you're attacked, steal the counters from that beatstick you just hit your opponent with and throw them on the chump you've been saving as a blocker.

Still not good enough? Then Bioshift some counters onto your Fathom Mage so you can draw something "better" and quit complaining.
Posted By: Diachronos (2/8/2013 10:51:07 PM)


Ruling Question with Heroic.
If I have a Centaur Battlemaster with Three +1/+1 counters on himself, and a Fabled Hero with No +1/=1 counters on himself, which of the following situation occurs as from card text? I think, according to the card, it moves the counters as it targets them, so I'll have to go with situation A, but I want to get more reliable sources from this.

Situation A:
Bioshift targets Centaur Battlemaster and can move up to three of his +1/+1 counters to Fabled Hero. After Bioshift resolves, Centaur Battlemaster and Fabled Hero Heroic ability kicks off giving them both their +1/+1 counters, leaving Centaur Battlemaster with Three (or more) +1/+1 counters and Fabled Hero Four (or Less; Minimal 2) +1/+1 counters.

Situation B:
Bioshift targets Centaur Battlemaster and triggers their Heroic ability B... (see all)
Posted By: AlphaWolfs (9/23/2013 12:38:55 AM)


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