I'm not sure, the list look solid but you'd need to playtest to find out its strengths and weaknesses.
August 11, 2013 10:29 a.m.
greenleaf182 says... #4
Can I get your thoughts on Spell Rupture , Zameck Guildmage and Forced Adaptation
August 11, 2013 2:37 p.m.
Cyber Locc says... #5
@red with a few creatures with 1+1 counters and ooze flux its not as far from reach as you thin counters pile up fast when i can remove them and get them back to do it again and after time spilt the oozes vorel or hydra the exeperment i have played a single game that the ooze didnt get to at least 7/7 usualy 10+.
Green it be bed time and be alot to explain so will get back with ya tomoro
August 12, 2013 2:33 a.m.
MasterVash says... #6
This looks like a really, really solid deck. After trying a mono-green deck and being unimpressed, I shifted blue in and turned it into an Evolve theme, and it ended up remarkably similar to this. A few questions though:
Why only three of Experiment One ? Do you not want to be weighted down by too many low-P/T weenies? EO seems like a sure four-of.
Do you really need the painlands when running just two colors? I don't really run into color issues in two-color decks that don't overload on specific colors.
Have you tried Progenitor Mimic or Clone ? What about Species Gorger ? They seem like solid additions if you can fit them in.
August 12, 2013 4:48 a.m.
Cyber Locc says... #7
Only 3 EOs as there just so much to choose from simic has alot to offer it was hard to choose 60 lol. I may run another EO in exchange for the 4th gyre sage but unsure.
Shocklands I guess you don't really need em but there always helpful.
Mimics and clones were just too slow and yes I had them in here but they're too dependent. Clones were alright but I need other things and something had to go and clone was it.
Species Gorger
is counter productive he sends my 15/15 EO back to my hand for a 6/6 not worth it. The point of evolve is to have lots of evenly sized creature he wants to be solo and sort of big honestly I cant think of any deck he'd be good in putting all your eggs in one basket is always bad.
August 12, 2013 12:06 p.m.
greenleaf182 says... #8
I thought the point of Species Gorger was to send Species Gorger back to your hand so you can keep bringing him out to evolve your other creatures.
August 12, 2013 12:29 p.m.
Cyber Locc says... #9
@ greenleaf182 TBH I didn't think of that till you said it. I could see how that looks cool to do but honestly its just too pricey for 1 evolve trigger only a few times. With Ooze Flux
, Master Biomancer
and Renegade Krasis
I can get 3 evolves per turn with 6 mana to his 1 with 5. I just simply don't think its worth the mana to do that.
August 12, 2013 1:06 p.m.
MasterVash says... #10
Yeah, that's why I suggested Species Gorger . Ooze Flux is much better at triggering Evolve though, you're right. As for Experiment One , it's one of the best one-drops in Standard imo, and I could see dropping a Gyre Sage , Cloudfin Raptor , or even a Vorel of the Hull Clade for a fourth one.
August 12, 2013 3:19 p.m.
Cyber Locc says... #11
Yes I probably will do that I need to get another tho there like 1.50 a piece plus shipping is what sucks and my LGS has none nor do my friends but yes I agree.
August 12, 2013 3:25 p.m.
greenleaf182 says... #12
Why Ooze Flux ? How does it trigger evolves, just taking the counters off of Renegade Krasis ?
August 12, 2013 4:17 p.m.
WovenNebula says... #13
Cyber Locc You could order it from Amazon. Almost all cards are free shipping.
August 12, 2013 4:25 p.m.
WovenNebula says... #14
greenleaf182 I believe he is referring to the creature that Ooze Flux would create would then trigger the evolves from other creatures.
August 12, 2013 4:28 p.m.
Cyber Locc says... #15
@greenleaf182 the creature that it makes. Will say I have 6 mana turn 6
On the field there is a Ooze Flux a Experiment One (with 4 counters) a Gyre Sage (with 3 counters) Renegade Krasis (with 1 counter) Master Biomancer (with 1 counter)
Tap 2 Ooze Flux is triggered taking 1 counter everything but Master Biomancer makes a 6/6 ooze Renegade Krasis evolves thus 1 counter to all and EO and GS evolve as well the ooze is a 7/7 has 4 counters, EO is a 6/6 GS is a 6/7 RK is a 4/3 BM is a 4/6.
Tap 2 Ooze Flux remove 4 counters from the ooze he comes out an 8/8, EO is a 7/7 GS is a 7/8 RK is a 5/4 his ability triggers EO is a 8/8 GS is a 8/9 MB is a 5/7 the original ooze gets a counter and is a 4/4 the new ooze gets a counter is a 9/9.
I repeat once more all counters off ooze hes a 4/4. make a new ooze 10/10 all evolve. EO is a 10/10 GS is a 10/11 RK is a 6/5 MB is a 6/8 first ooze 5/5 second ooze 5/5 new ooze 11/11
At this point I am out of mana but Gyre Sage taps giving me 9 more 4x repeat. The final result is.................
EO -18/18, GS - 18/19, RK 11/10, MB 14/16 and 5 8/8 oozes plus 1 ooze that would be a like 20/20 or so Its hard to do that math without the cards and dice in front of me but something like that
And that my friends is evolution 101 (you can only imagine what turn 7 would bring)
August 12, 2013 5:41 p.m.
Cyber Locc says... #16
It does make for very long turns and your opponents jaw to drop. (unless there holding a board wipe If its a deck that has board wipes I adjust accordingly hopefully I have a counter)
August 12, 2013 5:48 p.m.
Cyber Locc says... #17
It is a little difficult being a 3 preferably 4 card combo but none the less its effective.
August 12, 2013 5:52 p.m.
Cyber Locc says... #18
And playing a couple cloud fin raptors and a hydra turn 7 is ideal destruction although odds are you wont be alive but the new cloud fins @ 17/18 and the hydra @ 19/19 1 swing of hydra will get very very bad
August 12, 2013 5:56 p.m.
greenleaf182 says... #19
Hmm, I see, that is under ideal conditions though. I'll try it out and see how it works. Why not run Spell Rupture instead of Negate
August 12, 2013 6:31 p.m.
Cyber Locc says... #20
spell rupture is dependent on creatures where as negate is a hard cancel no questions asked I'm not concerned about there creatures as much as there board wipes. The ooze flux combo can works in other ways without a biomancer it could still work not as well but still work. A vorel could also help a krassis and just the pair could do it. When the whole deck is built around evolve ooze flux will work and well even if without a krassis but with a biomancer and maybe a vorel it will still make huge ooze and grow everything else. Its not under ideal as much as you think as there so many cards that can make that combo plausible. Sure the situation listed is the best of many but there still are just that. I'm just saying that if you draw Ooze Flux
it will be played hard and put away slimey.
August 12, 2013 6:39 p.m.
Cyber Locc says... #21
Another possible combo would be............
T1 breeding pool - shocked, EO or CR (will say CR for this)
T2 forest, Gyre Sage , CR evolves now a 1/2
T3 Land, Renegade Krasis , GS evolves 2/3 CR exolves 2/3, T GS for 1 And EO
T4 Land, Ooze Flux
T5 land, Vorel of the Hull Clade , RK evolves 4/3 GS 4/5 CR 4/5 EO 3/3.
T6 land, Tap 2 for VHC Ability on Gyre Sage Tap GS for 6 mana (now 10 floating)
Play ooze flux (8 floating) take all counters from GS 6/6 ooze RK evolves 5/4 ooze is 7/7 GS is a 2/3 CR is 6/7 EO is 5/5. OF again take 1 counter from each 2 from RK make a 6/6 ooze all but CR evolve RK is a 4/3 ooze is a 7/7 repeat this time 2 from CR. and so on until all 4 oozes and all creatures are 7/7s.
T7 do it again and you can see where this goes its to hard to do the math without cards in front of me but that gives you the idea. The point is all the cards will work with ooze flux at the very least fill the field with oozes rather large ones.
August 12, 2013 7:07 p.m.
Cyber Locc says... #23
I mean I see why you say in a perfect world but really if I pull ooze it will combo. Which IMO makes it one of the best combo cards of all times as if you build the deck around it like here it will cause mass destruction. Board wipes however are my bane removal can set me back but not by much, aggro shouldn't be a problem in reality it would probably hurt them they say hes got some 1/1s swing all, next turn ooze combos Im swinging 3 10/10s gg. control can lock up my creatures and I can use there counters to the flux and make more bigger creatures. Basically you have to check this deck early or board wipe mid if you let it get to far its GG.
August 12, 2013 7:23 p.m.
Cyber Locc says... #24
Here's a good example that wont be a little hard to deal with for any deck. This was a playtest I just did there were all luck of the draw this is what I got from it. I know removal plays a part but if you'll notice I had charms and mana for them. He had no removal and if it was a deck I knew to have a lot it would have went differently. heres my end turn 4 and end turn 5.As you can see the game change pretty quick that's a lot of change in 1 turn turn 5 is lethal possibly but barring a fog or the like there's no way out of turn 6 but wipe or fog. Even a wipe wouldn't work as I could remove the counters from all creatures in response and trigger ooze flux and make 1 big ass ooze post wipe death to you
August 12, 2013 8:08 p.m.
MasterVash says... #25
Even a wipe wouldn't work as I could remove the counters from all creatures in response and trigger ooze flux and make 1 big ass ooze post wipe death to you
How would you do that? Triggering Ooze Flux in response to a board wipe would give it priority, so when you're finished with Ooze Flux and the huge Ooze creature comes out, the wipe would hit, killing it too.
redafroninja says... #1
Regenerating a 20/20 ooze doesn't seem likely. Not every control deck has verdict and they won't always have it but the fear of it may be enough. Being weak to one card is fine just something to look out for though. Oh and another idea you could add black for Corpsejack Menace Slitherhead Varolz, the Scar-Striped Doom Blade Putrefy Golgari Charm and other fun black cards. Give / Take is also a card (you probably already tried) that works well in a deck like this. Card draw when you really need it and counters or both.
August 11, 2013 5:25 a.m.