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Oozes and Oozes and Oozes

Standard Counters Mono-Green

Alsritt


Sideboard

Enchantment (2)

Instant (6)

Sorcery (2)


And Oozes And Oozes And Oozes And Oozes...

A fun idea I had, as well an idea inspired by Ooze Flux. Utilizing Undying instead of Evolve, I can repeatedly use my creatures as attackers, blockers, and the like, while using the wonderful enchantment to great effect

  • Druid's Deliverance is a contingency. as well as MORE OOZE POWER. If I don't manage to get out anything major on turn 3 or 4, it ensures decks like Boros or RDW can't punish me quite as bad for failing to draw what I needed.

  • Gutter Grime and Acidic Slime. Do I need a reason? I'm going to have creatures dying left and right (Unless the opponent is stupid, in which case I simply do obscene damage) to get massive oozes I can then populate with Druid's Deliverance. It just WINS.

  • Rancor and Blessings of Nature are both to give things like Predator Ooze and Young Wolf that extra power necessary to push through.

  • Vorapede is a 5/4 with vigilance and trample. AND more undying fun. Plus Rancor? It's a finisher for sure, and if it's not, then it is a giant threat the enemy HAS to deal with.

That's every card currently in the deck. Suggestions would be helpful!

Suggestions

Updates Add

Welp. This deck is brilliant.

After playing against the Pro Tour wining (I think?) deck, The Aristocrats, I went 2/3. Well, 2/4, but I like to think that I still did really well. Considered quite a few changes, as well as issues with the deck. I also managed to get a great deal many of the cards to complete it, and dropped a few I didn't have due to them not working well. I don't have play-by-play data as this was casual, but I do have the changes to my deck that showed up while playing.

  • Mainboard Edits

-2 Parallel Lives. It simply didn't do enough in this deck. Oozes really aren't the powerhouse of the deck, but they are the finishers. A Gutter Grime once I've got my engine going is far better than a Parallel lives. However....

-1 Gutter Grime. I only need one, and it's a dead draw whenever I don't have my engine chugging along the tracks. 3 is unnecessary when I only need 4 mana to do anything cool with my deck, and often only draw that amount. If I do manage to get it out, it won't be a game shatter-er, but it will speed up my victory, as well as give me a buffer to rebuild if I manage to fail miserably and lose Ooze Flux or my undying creatures.

-3 Acidic Slime. See above. It's good, and it helps deal with my dual/shock/special-heavy meta, but they are sideboard-only. Besides, they are a great exchange for my next cards...

+3 Experiment One. I think this card will run the FLOOR with my other power cards. Turn one, Experiment. Turn 2, Stragnleroot. Attack. Undying triggers. I now have a 3/2 and a 3/3 on turn 2. One I can regenerate, the other I can start my engine off of on turn 4. I think it'll be wicked, and it bumps down the amount of mana I need each game, ensuring less mana-screy-shenenanigans.

+3 Rubblebelt Raiders. For this deck, 4 drops are confined to my Ooze Flux. However, with the addition of this HYBRID card, if I don't draw an Ooze Flux right away, this guy just gets STUPID fast. If I have a single Young Wolf, I have a 5/5 that can trade with most of the prime stupid drops in the format. And, it can be used as an Evolve trigger, a source to create HUGE oozes, and a simple 3/3 blocker at absolute worst. It's no undying creature, but it might as well be, for the amazingness I think it'll bring.

  • Sideboard Still considering a great many things for the sideboard, including enchantment, artifact, and everything hate. However,

+2 Acidic Slime is assured, if they're running copious amounts of Kessieg Wolf Runs or stupid things like that.

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

13 - 2 Rares

13 - 5 Uncommons

12 - 8 Commons

Cards 60
Avg. CMC 2.45
Tokens Ooze X/X G
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