Necrotic Ooze meet Necrotic Slime

Custom Cards forum

Posted on June 29, 2016, 3:54 a.m. by kengiczar

So here's Necrotic Ooze. Now here's my card which admittedly is just the corresponding other half of Necrotic Ooze.

Name: Necrotic slime
Cost:
Type: Creature
Subtype: Ooze
Text:
"As long as Necrotic Slime is on the battlefield Necrotic Slime has an non-activated abilities of all creature cards in all graveyards."
Power/Toughness: 3/4

Keep in mind that "non-activated" includes "static" which includes both keywords and non-keyword abilities as well as "triggered" abilities.

So in magical christmas land you could pitch an Emrakul, Stifle the shuffle trigger, then swing with Annihilator 6 on turn 4. (T1 BoP, T2 Liliana, T3 This Guy + Stifle discarding Emmy, T4 Swing.)

In a "fair" environment this card honestly is to cute I think. Still, I think it's worthy of being an intro deck rare and inspires people who like to build janky and absurdly powerful things out of horrid cards. : )

Boza says... #2

How would this work with enter-the-battlefield triggers?
Non-activated is not the correct way to say it - "abilities unless they are activated abilities" would be more correct.
This is far too complex to work as an intro deck rare.
Way too powerful and can be easily broken and has way too many moving parts - persist + undying, Skullbriar, the Walking Grave, any reanimator strategy makes it broken, replaces Goryo's Vengeance in modern, Flayer of the Hatebound bah-rokenness, additional copies of most legendary cards if they are in your graveyard...

June 29, 2016 4:07 a.m.

kengiczar says... #3

@ Boza

Could you please provide some examples of how this is "broke"? And by examples I mean how they work.

I am not smug enough to think I designed a card that can't be broken but at the same time I think it's unlikely. Being able to combo doesn't mean broken. Path to Exile is broken, Abrupt Decay is broken, Tarmogoyf is broken. A three card combination that's slower than the current CoCoPod deck isn't broken.

The biggest thing is what you asked about, how it would work with enter the battlefield triggers, and that I do not know the answer to. The undying + persist synergy is intentional though.

I'll take your advice on the formatting.

June 29, 2016 4:46 a.m.

Boza says... #4

By broke, I mean game breaking - Skullbriar, ETBs, triggers are just a couple of the weird scenarios it creates.

The reason this is broken from a balance stand point is that it is one of the best reanimator targets ever, because it essentially reanimates everything else in your yard. Great in dredge strategies (cheaper to cast creature with the Golgari Grave-Troll and haste from Vengevine?).

Cairn Wanderer on steroids has a great body that survives the bolt test and is always the prime reanimation target. The problem is the card is not a three card combo, but a one-card-combo - cast a variant of Reanimate on the Slime in the yard while you have any two fatties in the yard, like Elderscale Wurm and Inkwell Leviathan, and you win the game.

June 29, 2016 5:24 a.m.

Lanzo493 says... #5

June 29, 2016 5:27 a.m.

MagicalHacker says... #6

I would limit it to static abilities or triggered abilities for wording and balance purposes.

June 29, 2016 8:31 a.m.

accelerando11 says... #7

The difference is that activated abilities are more limited, as they often have a cost limiting their power (whether it be mana or a tap), so you often won't end up being able to use all the abilities in the graveyard at once with Necrotic Ooze.

Static/triggered abilities are more abundant, and you don't have to put any effort into getting the upside after you have them in your graveyard (as in you don't have to pick which abilities you want to use that turn or pay their costs). Plus, these abilities are often already pretty decent on their own, but when combined with just one other they get even more ridiculous. It's too much upside for a 3/4 for 4 (especially since it can't just be bolted).

June 29, 2016 10:24 a.m.

This discussion has been closed