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The End of Evolution: Slogurk Combo Voltron

Commander / EDH Combo Creatureless GU (Simic) Mill Theme/Gimmick Turns Voltron

Shazica


Some say the world will end in fire,

I say in ooze.

For those who mock the almighty Slogurk.

Have yet to see it come looze.

ALL WILL KNEEL BEFORE THE OVERSLIME

Across the vast multiverse, many beings have again and again sought the ultimate power. Some believe to have found it in aggressive strategies, burning away whatever resistance in their way. Some believe to have found it in the wealth of midrange decks, filled to the brim with insurmountable value. Some believe to have found it in the sprint of voltron decks, or in the marathon of control decks. Some even believe to have found it in reality-breaking combos that implodes the very fabric of the universe.

They are, of course, all wrong.

The ultimate power of Magic could never be channeled through only one strategy, but through a combination of all. At the helm of such a maelstrom of magical madness sits the one, true being - the deceptively powerful force of nature capable of being everything all at once - the Overslime whom mere mortals dare to refers to as simply "Slogurk".

Before reading on, the reader must be warned that once the powers of Slogurk are understood, all other commanders will never feel enough anymore. Eventually, given time, everything will - and rightly, must - change into second-best attempts at mimicing Slogurk's power. Consider this your warning. Only the brave - or mad - might read on.

Slogurk, the Near-Omnipotent is capable of being both aggressive voltron, resource midrange, and protective control all in one package, thanks to one simple card: Oath of Druids. Most players would look at such a cards and let their feeble thoughts fleet to a group hug build, to spread love, joy and fun times among their peers. A few players would perhaps look at it and sculpt a deck with fewer but powerful creatures, fully utilizing the power of the card. Add for Paradox Haze, for Bloodchief Ascension, for Containment Priest, throw in a Muldrotha, the Gravetide and helm it with Tymna + Thrasios? Too simple. We want power, and the way to achieve this is by including NO CREATURES AT ALL.

The core of the concept is fairly simple. By casting Oath of Druids and Slogurk, the One True Answer in an opponent's end step and passing to our turn, we will proceed to mill our entire, creature-less library - and 20+ lands in the process, putting Slogurk, One-Punch Ooze well within range of taking out any player with one final blow. This all takes place in our upkeep, but before we go on to draw from an empty library, Nexus of Fate will trigger and place itself as the only card in the library - which we will draw. In our following main phase, we can cast Nexus of Fate, take an extra turn forever, and knock out our remaining opponents one after one, until they have all felt the power and joy of loozing.

Early Game (Turns 1-3)

The main objective during the first few turns is to ramp fast and hard - no holding back. Ideally, some card selection like Preordain or Ponder can do wonders at this stage to always draw gas. With some good draws and a bit of luck, you pass turn 3, with 5-6 mana ready for next turns, and a significant permanent in play like Rhystic Study, Sylvan Library or Propaganda to ensure mid game relevance.

Mid Game (Turns 4-6)

Ramp now becomes less important and our focus is shifted to finding tutors. Getting Oath of Druids and an additional flash source will require some heavy tutoring, likely by transmuting Muddle the Mixture for the Oath of Druids and using something like Fabricate for the Orrery. There are multiple pieces which will tutor for tutors, like Mystical Tutor, Merchant Scroll, etc. One of them should ideally be found before moving to the next phase, and impactful card selection like Memory Deluge and Narset, Parter of Veils should help you to get there.

Endgame (Turns 7+)

With 8-9 mana in play and our key pieces in hand, the last step is to assure some sort of counterspell protection. Once that has been taken care off, waste no time by flashing out Oath of Druids + Slogurk, the Fulfillment of Prophecy and execute the combo. Once you stare down a field of terrified but amazed opponents, feel the moment enlighten the very fiber of your being, and attack. Slogurk, the Unstoppable's Trample should get you through most defenses, but if needs be, Defy Gravity and Artful Dodge will guarantee the impact. Just make sure you cast Nexus of Fate before those spells, however.

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Casual

96% Competitive

Date added 2 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

30 - 0 Rares

19 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.40
Tokens Bird 2/2 U, Construct */* C, Shark */* U, Spirit 1/1 C, Treasure
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