Just a few quick thoughts:
1)
Thragtusk over
Wolfir Silverheart. It's not the end-game move you get from Wolfir, but often times those 5 life are REALLY important (and getting a 3/3 beast token in response to removal is an added plus).
2)
Bioshift and
Spell Rupture strike me as being cards that are too reliant on you having a certain level of creature presence to really matter. An early draw
Bioshift could easily be a dead-draw (same goes for
Spell Rupture. Late game, when you have the counters or power to really care, you're already in position to be winning the game. I would suggest dropping the
Bioshifts for
Cloudfin Raptor (lest we forget how important flying can be),
Elusive Krasis (bigger blocker early, who also just happens to be unblockable), or even just slide the
Devour Fleshes into the mainboard. For
Spell Rupture, I would suggest just going with your more traditional counters - they're tried and true for a reason. You could go with
Negates and simply keep
Essence Scatter in the SB for more creature oriented matchups. Hell, even
Rancor could be huge for you - trample OR pumping the
Master Biomancer - take your pick.
3)
Golgari Charm absolutely NEEDS to be in the SB - nothing like a
Supreme Verdict to completely ruin your evolve party. But if you can regen them all... yeah... it's likely game over shortly.
4)
Snapcaster Mage is a great card... but what exactly are you hoping to flash back here?
5) I get that you're trying to pump the Biomancers to make stuff even bigger, but
Gavony Township is wrecking absolute havoc on your manabase. Drop it and all those pesky white sources. As odd as it might seem in the current standard format, drawing a basic land might not be the worst thing you could do. But, to that end, if you have
Cavern of Souls, I would definitely slide it in for those pesky control decks.
6)
Jace, Memory Adept in the SB? You're not exactly going to mill them out.