Oozes have been around since the early days of 168澳洲幸运5开奖网:Magic: The Gathering. But despite first appearing back in 1994's Legends set, only a few dozen Oozes have ever been printed. Despite limited availability, they're a popular creature type, and ♌as a result, players have struggled to build functional Ooze Commander decks.

Related
Magic: The Gathering – The 10 ꦦBest Green Cards In Murders At Karlov Manor⛎

Green has struggled in previ𒐪ous Magic: The Gathering sets, but in Murders At Karlov Manor it might be a real contender.

Thankfully, there's support for these decks outside of normal creature cards. The sorcery Slime Against Humanity, first printed in Murders at Karlov Manor, can make building a slimy, oozing commander deck a breeze. So put on your l🦋ab coat and rubber gloves, because it's time to start brewing with Ooze.

What Is Slime Against Humanity?

The Magic: The Gathering card Slime Against Humanity

Slime Against Humanity is a green sorcery that costs two generic and one green mana. It creates a 0/0 green Ooze token with two +1/+1 counters, plus an extra +1/+1 counter for each Ooze and each Slime Against Humanity in your graveyard or in exile.

The synergy with Oozes already makes it a good card for a preexisting Ooze commander deck, but Slime Against Humanity has one additional ability: Your deck can contain any number of copies of Slime Against Humanity.

Normally, you're limited to a single copy of a card in a commander deck, or four in most other formats. Slime Against Humanity encourages you to build a deck with multiple copies in order to power up its ability and make the deck more consistent. It also rewards you for mill effects, and protects itself against most forms of graveyard hate.

Choose Your Commander

A statue on a podium surrounded by ruins.
Sanctum of Eternity by Daniel Ljunggren

Remember that your deck can only contain cards that align to your commander's color identity, and since Slime Against Humanity is green y𝄹ou'll need a green commander. However, Oozes also appear in red and black, and you may find strong support for your growing mass of slime in blue.

Green

There are two legendar🗹y Oo𓂃zes in green: Slurrk, All-Ingesting, and Aeve, Progenitor Ooze.

Thematically, Aeve, Progenitor Ooze is a great fit for an Ooze deck. Not only does it get stronger the more oozes you already control, but it also has the powerful storm ability to replicate itself as its cast. If you can manage to cast multiple🐻 spells on your turn before casting your commander, you can drown your opponents in slime.

Slurrk, All-Ingesting may be an even better option as your commander. Since many Oozes, including all of your tokens, have +1/+1 counters, Slurrk will keep making your surviving Oozes stronger as others die. Plus, it has the handy partner ability, which allows you to pick a second commander for support. Krark, the Thumbless is a good option, allowing you to get extra Oozes from Slime Against Humanity, while giving you access to red and all the haste enablers you could want. If you can't find another partner to support Slurrk, you can always pick a partner that allows you to use another color in your deck.

Simic (Green/Blue)

Simic provides the most commander options outside of Slurrk's partner ability, despite the fact that no other slimes appear in blue. However, they tend to have poor synergy with the rest of the deck, and none are recommended.

Prime Speaker Vannifar is not a great choice, as the majority of your creatures will be tokens with ꩵa mana cost of zero. Her ability will only be able to find a couple of different creatures from your library, and most will be weaker than your Ooze tokens. Worse, it cannot be used as an instant to evade removal.

Vannifar, Evolved Enigma isn't much better. Cloaking your Oozes and cards you don't want, such as excess lands, is moderately helpful, but offers little to no synergy without access to morph or disguise. And ✤her second ability won't ta💝rget any of your Oozes.

Experiment Krajj won't get much benefit from most of the abilities of your own creatures, since they tend to be triggered rather than activated. Therefore, Experiment Krajj will mostly be limited to copying abilities from your opponents. It does provide +1/+1 coun𝓀ters, but there are better options to buff up your cre💮atures.

Slogurk, the Overslime benefits from land drops, and green has plenty of opportunities to fetch lands into play and buff it up. Plus it has a bit of evasion, allowing you to bounce it to your hand instead of your command zone if it would be destroyed and dredge some lands out of your graveyard in the process. It's probably the best green/blue Ooze commander despite not synergizing with most of the deck.

Golgari (Black/Green)

MTG: Umori, the Collector card

Umori, the Collector is the only black/green Ooze, and serves as a fair commander. Once in play, Umori will reduce the cost of one type of spell, potentially reduci🐈ng Slime Against Humanity to one generic and one green mana. It also gives you access to black spells, which include excellent draw and removal 💯to keep your Ooze army growing and protect you from threats.

This ability is powerful enough to consider using Umori🎀 as a companion rather than a commander. Slime Against Humanity will already b🌄e your primary source of creatures, and if you're willing to play without instants and nonland permanents, you'll be able to access Umori as a 101st card.

Sultai (Blue/Black/Green)

Image of the The Mimeoplasm  card in Magic: The Gathering, with art by Svetlin Velinov

The Mimeoplasm gives you access to green, black, and blue, and comes equipped with built-in graveyard removal, allowing you to exile two cards from opponents' graveyards to power it up. It is likely to rely on one of your opponents having worthwhile creatures to copy in their graveyard, but the removal available in black will help you to put the right ones in the right place. Of all commanders discussed, The Mimeoplasm is likely the most powerful.

Building Your Deck

Aeve Progenitor Ooze by Andrew Mar
Aeve Progenitor Ooze by Andrew Mar

Every Commander deck should have a handful of staple effects: a handful of mana accelerators, removal (both targeted and mass), ways to draw cards, and effects that synergize with your commander or strategy. Copies of Slime Against H🌌umanity will fill out a lot of the deck, so it's important to get value from ✨the remaining cards.

Related
Magic The Gathering: How To Bu♓ild Your First Comm🌳ander Deck

It's time to 🔥decide on a leader. Who will you choose?

Since every commander option includes green, we'll focus on green options for all of these categories, an♎d present other color options.

Mana Accelerators

Green has access to a lot of ramp spells, such as Cultivate and Kodama's Reach. Rather than typical mana artifacts like Sol Ring and Arcane Signet, focus on effects that search your library for lands and put them into play.

Since most ꦅplayers include more artifact removal than land removal, this not only ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚprovides you with a safer mana base, it also thins your deck, allowing you to draw fewer lands and more spells throughout the game.

A screenshot of Cultivate And Kodama's Reach.

Kodama's Reach and Cultivate are functionally identical, fetching two lands and putting one into play tapped for two generic and one green mana. Including both mean🌟s that you're more likely to get the effect early w💝hen you need it.

Skyshroud Claim costs one colorless more and only finds Forests, but puts both lands into play untapped, allowing th𝐆em to be used immediately. Three Visits costs one colorless and one green, and only finds one forest, but you put it into play immediately,🐟 as well.

Exploration allows you to play an extra land every turn and only costs one green mana to cast, so you could use it to keep rꦑamping up as you draw more lands. Plus you could play it on the first turn foll💖owed by another land immediately and use Cultivate or cast your first Slime Against Humanity on your second turn.

Archdruid's Charm-2

A strong option for mono-green decks is Archdruid's Charm. Costing three green makes it hard to justify in mixed-color decks, but it's an instant that can find lands to put into play, buff your creatures, and act as artifact, enchantment and creature removal.

Decks using other colors will want to include Farseek, Wayfarer's Bauble, and fetch lands such as Terramorphic Expanse and Evolving Wilds. Each of these allows you to find 🌺any basic land (except forests for Farseek) and put it into play. This allows you to hunt for the type of land you need, if you happen to have an important black or blue spell but no swamps or islands in play or in your hand.

Chrome Mox card and blur

A high value card to include is Chrome Mox. It's free to cast, but requires you to imprint a card in order to use it as a mana source. In a pinch you could use it to produce any color, but you should try to imprint a copy of Slime Against Humanity. Imprinted cards are exiled, so you'll increase your mana production and power up your Slime Against Humanity spells at the same time!

Removal

Green is known for destroying artifacts an🌄d encha൩ntments with spells like Naturalize and Wilt. But if you're building a deck that makes lots of large creatures, the fight mechanic is a good way to deal with your opponents' threats.

Spells such as Duel for Dominance buff your creatures before they fight an opponent's creature. And if you include instant versions you can eliminate an opponent's creatures in response to them being buffed, at tꦬhe end of your turn to keep mana free for sorceries, and to use a single creature to block one attacker a𒊎nd fight another.

mtg duel for dominance full card and art background

Boxing Ring is a good option if your normal group uses a lot of tokens. Your Ooze tokens are most likely going to be much stronger than their Squirrels, Soldiers, Goblins, Zombie🐼s, and other common tokens, so you'll be able to maintain field advantage with ev𝔉ery ooze.

Don't neglect creatures that will both buff your Slime Against Humanity casts and act as removal! Acidic Slime can destroy a problematic artifact, creature, or land, and Green Slime can counter🎀 an activated or triggered ability and destroy the artifact or enchantment that it came from.

In Garruk's Wake

Blue and Black offer strong alternatives, including board wipes like Cyclonic Rift and In Garruk's Wake. While expensive, these can clear the path for your last big push, or eliminate a variety of t✨hreats all at once. Bot🐻h also include several smaller, targetted removal spells, such as Boomerang and Murder effects.

Draw

Card draw has been histori🦩cally limited in green, but there are still a handful of solid options. Best of all, many of them are ongoing effects as long as you're able to meet their criteria, which this deck should do easily.

Garruk's Uprising and Elemental Uprising will both reward you for playing creatures, which you sho🍎uld be able to do almost every turn.They do require that the creatures have power over three, but you sℱhould be able to achieve that by your second Slime Against Humanity. Garruk's Uprising has the additional affect of giving all your creatures trample, allowing you to overrun your opponents defenses.

Momentous fall requires you to sacrifice a creature, but since it's an instant you can do so after blocking an opponent's attacker or in response to them destroying it. This allows you to turn the inevitable loss of a creature into a big card advantage! Black has severa༺l similar effects, such as🎃 Village Rites, which only draws two cards but costs a single black mana.

Toski Bearer of Secrets

Toski, Bearer of Secrets doesn't fit the Ooze theme, but it's an indestructible creature that gives the rest of your creatures a Curiosity effect, turning every successful attack into more cards in your hand. Speaking of Curiosity, Simic pl🔥ayers can splash it in for extra card draw on attacks from a single creature.

Inspiring Call is a must-have for this deck: Since almost every creature on your side of the battlefield will have +1/+1 counters, it will draw a ton of cards while also protecting your creatures from board wipes by making them indestructible.

The card Necropotence from Magic the Gathering.

Black and green provide several more draw options. Black is famous for cards that allow you to pay life to draw cards♔ such as Necropotence and Village Rites, and in Commander you have a lot of life to play with. Blue, meanwhile, has a lot of hard draw options, most notabley Treasure Cruise.

Synergy

All the other categories can be considered support, but you'll also need mechanics and effects to get your ꦚOozes out on the battlefield to drown your opponents🌟 in slime.

Thrumming Stone doesn't see much play in singleton formats like commander, but it finds a home among the slimes. Each spell you cast gets Ripple 4, allowing you to check the top four cards of your library for another copy of that spell and play it for free, triggering a second Ripple if you do. If your deck is dense enough with Slime Against Humanity you could potentially play out every single copy for just three mana.🌺 This is൲ facilitated by all the cards that remove lands from your deck, increasing your odds of finding more and more copies of Slime Against Humanity.

Nantuko Shrine, from Odyssey

Nantuko Shrine similarly rewards you for having multiple copies of a single card, providing 1/1 Squirrel tokens for each copy in your graveyard when that spell resolves. A bunch of squirrels may not seem like much, but they can provide blockers all day long a🎀nd overwhelm your opponents to get more draws off of Toski.

Spellweaver Helix allows you to imprint two sorceries, so that whenever you cast one you can copy the other. You can use this to imprint two copies of Slime Against Humanity, netting twice as many Oozes per cas🧸t, or you 🌟can imprint another sorcery for value. Imagine if every time you made a new Ooze you got a free cast of In Garruk's Wake.

Doubling Season

Your main strategy is to generate a lot of Ooze tokens with a lot of +1/+1 counters, so Doubling Season and cards with similar effects like Primal Vigor and Parallel Lives will make your deck that much more efficient by increasing the number of tokens, or counters, or even both🥃. And since the effects stack, try to get as many as possible on the field at once!

Speaking of +1/+1 counters, it would be a shame to stack a whole bunch onto a couple of your creatures only for them to be lost when the creature dies. Thankfully The Ozolith will reduce the pain by holding onto the counters when your Oozes die, and distribute them out to another creature later.

Locket Of Yesterdays Magic The Gathering Card

The medallion cards, li𒁏ke Emerald Medallion, are staples, b𒆙ut Slime Against Humanity gets even more benefit out of the cheaper Locket of Yesterdays, which will reduce the cost to one green mana after just two other copies are in the graveyard.

You're likely to run into an issue where you make a huge mass of Oozes, only to realize that you need to wait until the next turn to attack. Fortunately there are a couple of solutions! Concordant Crossroads gives all creatures haste for one green mana, so you can easily hold it until you're ready to swing with a surprise attack. Akroma's Memorial is m♉uch more expensive, costing seven colorless mana, but also gives your creatures flying, first strike, vigilance, trample, and protection from black and red.

experiment one

Finally, look out for other Oozes that will buff the ones you already plan to ౠmake, or can be buffed by them in turn. Experiment One is a great early card which will keep growing along with the rest of your Oozes. Meanwhile, Biowaste Blob and Biogenic Ooze will keep your Oozes growing turn after turn.

Next
168澳洲幸运5开奖网: TCG Release Dates 2024

TheGamer's calendar for every major trading card game release, including MTG, Pokemon, Yu-🍬Gi-Oh!, Flesh And Blood, Disney Lorcana, and more.