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Biomancer's FamiliarHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Ravnica Allegiance· January 25, 2019
Carte Magic Biomancer's Familiar

Biomancer's Familiar is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana. {T}: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.

Complete guide

Biomancer's Familiar is a versatile utility creature that provides a massive discount to your army's activated abilities. Not only does it make your creatures more efficient, but it also allows your creatures to exceed their natural limits by adapting multiple times. This Mutant is a cornerstone for any deck looking to maximize its mana efficiency on the battlefield.

Slashing Activation Costs

The primary role of Biomancer's Familiar is to reduce the mana cost of activated abilities by {2}. Remember that an activated ability is always written as [Cost]: [Effect]. This reduction applies only to creatures currently on the battlefield; it does not help with ability costs of creature cards in your hand or graveyard. Importantly, this effect cannot reduce the mana requirement of an ability to zero; you must always pay at least one mana if the ability has a mana cost associated with it.

Adapting Beyond Limits

Usually, a creature with the Adapt keyword cannot gain new counters if it already has +1/+1 counters on it. By tapping Biomancer's Familiar, you ignore this restriction for the next time a target creature adapts that turn. This doesn't remove existing counters; it simply lets the ability resolve successfully and add more +1/+1 counters as if the creature were 'fresh'.

Timing and Restrictions

The cost reduction is a static ability that is always active while the Familiar is on the battlefield. It only reduces generic mana costs. For example, if an ability costs {1}{G}, the Familiar will reduce the {1} but cannot touch the {G}, meaning the final cost is still {G}. Because the cost cannot go below one mana, an ability costing {2} becomes {1}, and an ability costing {1} remains {1}.

Interaction examples

Managing Mana Dorks

If you control Llanowar Elves, its ability is {T}: Add {G}. Since this ability does not have a generic mana cost to reduce, Biomancer's Familiar provides no discount here. The cost remains simply tapping the creature.

Minimum Cost Threshold

Similar to the Elves, Birds of Paradise has a cost of only {T}. Even if you had an ability that cost {2}, the Familiar would reduce it to {1}. If the Birds of Paradise gained an ability like '{2}: Untap this creature,' the Familiar would reduce that cost to {1}, but it could never make it {0}.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Biomancer's Familiar

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities are activated abilities and will have colons in their reminder text. Triggered abilities (starting with “when,” “whenever,” or “at”) are unaffected by the cost reduction ability of Biomancer’s Familiar.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Biomancer’s Familiar affects only abilities of creatures you control on the battlefield. The costs of activated abilities of creature cards that work in other zones (such as cycling) won’t be reduced.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    An ability that has only one generic mana and some amount of other mana symbols in its activation cost will have its cost reduced by {1}.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The last ability of Biomancer’s Familiar doesn’t add or remove any counters. It just lets the creature adapt despite already having +1/+1 counters on it.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Faerie Mastermind
+Smothering Tithe
+Biomancer's Familiar
#1

Faerie Mastermind + Smothering Tithe + Biomancer's Familiar

Infinite card draw for all playersInfinite draw triggers for all playersNear-infinite colored manaNear-infinite colorless mana
  1. 1Activate Faerie Mastermind by paying {1}{U}, causing each player to draw a card.
  2. 2Smothering Tithe triggers for each opponent you have, creating at least three Treasure tokens.
  3. 3Activate two Treasures by tapping and sacrificing them, adding {1}{U}.
  4. 4Repeat.
Cloud of Faeries
+Emiel the Blessed
+Biomancer's Familiar
#2

Cloud of Faeries + Emiel the Blessed + Biomancer's Familiar

Infinite creature LTBInfinite creature ETBInfinite mana lands you control can produceInfinite blinking
  1. 1Activate up to two lands by tapping them, adding at least {1}.
  2. 2Activate Emiel the Blessed by paying {1}, blinking Cloud of Faeries.
  3. 3When Cloud of Faeries enters the battlefield, it triggers, untapping up to two lands.
  4. 4Repeat.
Pili-Pala
+Cryptolith Rite
+Biomancer's Familiar
#3

Pili-Pala + Cryptolith Rite + Biomancer's Familiar

Infinite colored mana
  1. 1Activate Pili-Pala by tapping it, adding {1}.
  2. 2Activate Pili-Pala by paying {1} due to Biomancer's Familiar and untapping it, adding one mana of any color.
  3. 3Repeat.
Emiel the Blessed
+Earthcraft
+Biomancer's Familiar
#4

Emiel the Blessed + Earthcraft + Biomancer's Familiar

Infinite creature ETBInfinite creature LTB
  1. 1Activate a basic land by tapping it, adding {1}.
  2. 2Activate Emiel by paying {1}, blinking Biomancer's Familiar.
  3. 3Activate Earthcraft by tapping Biomancer's Familiar, untapping a basic land.
  4. 4Repeat.
Tazri, Stalwart Survivor
+Knacksaw Clique
+Biomancer's Familiar
#5

Tazri, Stalwart Survivor + Knacksaw Clique + Biomancer's Familiar

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U} that can only be spent to activate abilities.
  2. 2Activate Knacksaw Clique by paying {U} and untapping it, exiling the top card of an opponent's library with the ability to cast that card this turn.
  3. 3Repeat.
Super-Skrull
+Smothering Tithe
+Biomancer's Familiar
#6

Super-Skrull + Smothering Tithe + Biomancer's Familiar

Near-infinite artifact ETBNear-infinite artifact LTBNear-infinite artifact sacrifice triggersInfinite card draw for any number of opponents
  1. 1Activate Super-Skrull's fourth ability by paying {3}{U} due to Biomancer's Familiar, causing an opponent to draw four cards.
  2. 2Smothering Tithe triggers four times, causing you to create four Treasure tokens.
  3. 3Activate the Treasures by tapping and sacrificing them, adding {3}{U}.
  4. 4Repeat.
Tazri, Stalwart Survivor
+Patrol Signaler
+Biomancer's Familiar
#7

Tazri, Stalwart Survivor + Patrol Signaler + Biomancer's Familiar

Infinite creature tokensInfinite creature ETB
  1. 1Activate Patrol Signaler by tapping it, adding {W} that can only be spent to activate abilities.
  2. 2Activate Patrol Signaler by paying {W} and untapping it, creating a 1/1 Kithkin Soldier creature token.
  3. 3Repeat.
Experiment Kraj
+Gilder Bairn
+Biomancer's Familiar
#8

Experiment Kraj + Gilder Bairn + Biomancer's Familiar

Infinite proliferate for permanents
  1. 1Use any of the listed land animators to turn a land that can produce {G} or {U} into a land creature and put at least one +1/+1 counter on it.
  2. 2Activate Experiment Kraj using that land's ability by tapping it, adding {G/U}.
  3. 3Activate Experiment Kraj using Gilder Bairn's ability by paying {G/U} and untapping it, doubling the counters on target permanent.
  4. 4Repeat from step 2.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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