Creature — Ooze
When Biogenic Ooze enters the battlefield, create a 2/2 green Ooze creature token.
At the beginning of your end step, put a +1/+1 counter on each Ooze you control.
: Create a 2/2 green Ooze creature token.
Printings View all
|Ravnica Allegiance (RNA)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Biogenic Ooze occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.18%
Biogenic Ooze Discussion
2 months ago
Hey, you should consider looking into using Ezuri, Claw of Progress as the General for your deck. Ezuri can be an enabler for big green ramp with mana dorks that can tap to make mana equal to their power and/or number of +1/+1 counters they have.
- Gyre Sage
- Marwyn, the Nurturer
- Viridian Joiner
- Devoted Druid: +1/+1 counters cancel out -1/-1 counters.
At combat put all the experience counters on one of these dorks and then use that dork to make mana at your second main phase or after. Use all this green mana with token mana sinks:
- Ant Queen
- Jade Mage
- Biogenic Ooze
- Sprout Swarm
- Or Temur Sabertooth to loop casting Wolfbriar Elemental,Avenger of Zendikar,Hornet Queen.
Other reasons to use Ezuri with tokens are to take more advantage of Champion of Lambholt and Sage of Hours. Lambholt can make your token army unblockable and she gets a counter whenever a token is created. She can get huge with Ezuri and tokens. Hours can give you infinite extra turns with Ezuri. All Hours needs are 5 experience counters which can be placed on him via Ezuri each combat. This lets you attack with the tokens at the extra turn and keep doing this until all your opponents are dead.
2 months ago
And also, if the deck is based around Korvild like you claim,
3 months ago
Thank you so much ChrisHansonBiomancin! What a great feedback.
Whirler Rogue also seems like a good idea, not too strong, but a good way to go, i just need the tokens.
3 months ago
This looks like a fun deck, I always love me some Hornets. My biggest recommendation would probably be to add in more token-producing cards, starting with 2 more Wingmate Roc, since right now you only have 8 cards that do so versus 19 cards that depend on having those token-producers to combo with and are pretty dead cards otherwise. Unfortunately 3 and 4-drop options look pretty thin but one idea is Whirler Rogue. If you don't mind being a little crowded at 5-drop there are several good options, such as Angel of Invention, Biogenic Ooze, Scion of Vitu-Ghazi, and Tolsimir, Friend to Wolves.
You also might want a few more mana dorks in order to speed things up, especially if you have a lot of 5 drops so you can hit them consistently on turn 3-4. I'm thinking 8 would be a good number given your curve.
4 months ago
Firstly, thanks for the comment Kjartan, I really appreciate the feedback, after a little play testing, i think swapping out Gyre Engineer for some Llanowar Elves would be a great idea, sadly Birds of Paradise is a little out of my price range. Our play group is a little more casual than most so I tend to avoid running removal but I love the idea of Ulvenwald Tracker's synergy with Prophet of Kruphix, so I might give him a shot too. I do like the idea of a huge bomb spell, my first thought was Rite of Replication but that was a little too costly so maybe Increasing Savagery could be a nice substitute. I'm picturing a game with a 15/16 Gyre Sage sinking the mana into my Biogenic Ooze. Thanks for the help, I've got lots to consider
4 months ago
5 months ago
I'm not on the ooze train but I have been "grinding" Season of Jank on MTGA for a couple weeks now. The single use pump spells look okay but I opt for a more grindy approach, here's where I'm at, deck is a little out of date now but gives you the idea
I use +1/+1 counter spells to recharge Barkhide Troll and activate or ramp with Incubation Druid I realise some of this shell is rotating and am in the process of rotating to Gruul, picking up Paradise Druid, Domri's Ambush & Assure / Assemble, them Wild Cards are pesky though :P
I do like the idea of Biogenic Ooze though, somehow overlooked that one when looking at threats to ramp for
5 months ago
Deck link? I assume you mean Ooze Jund though?
I actually have an Ooze-centred deck (Classic Jund-er!) and while it's not super competitive I've got a few thoughts based on my own experiences. First, I'd drop Cryptbreaker: you've got no cards that benefit from being discarded, and only two that utilise the cards once they're in the graveyard. Playing on the counters theme are Corpsejack Menace and Winding Constrictor. The latter is the perfect follow-up to Bloodhall Ooze as they give it four counters a turn regardless of anything else on the field while the former is really just a win-more that will see your counters getting out of control very quickly. Neither play well with Devoted Druid but I'm not convinced you need him anyway as your mana base is pretty strong, if lacking Raging Ravine and perhaps a basic Forest or two. Speaking of, if you think you can handle the triple green you might want to think about Predator Ooze as a one or two-of. Next, are Doom Whisperer or Morselhoarder contributing meaningfully to your game plan? Considering the the theme, I would suggest replacing the higher-end gribblies with a more synergistic payoff such as Biogenic Ooze as well as including a fourth Walking Ballista. Acidic Slime is very versatile as well but probably not worth the main board, perhaps it could replace Wickerbough Elder?
Other than its creatures, Jund's main strengths are all about being interactive. First is hand disruption, so including some discard spells is practically obligatory. Whether you want to go with any of the first turn options (Duress et al) or the retro Blightning is up to you, but the former is probably of more value for this deck and gives it a strong opener that sets back your opponent while giving you information. On the removal front I would cut Font of Agonies because you simply don't have enough ways to repeatably pay life consistently early on and is a dead draw later. The fact that it is also an enchantment that your opponent knows you have and can play around or simply destroy once you get to three counters really puts the nail in its coffin. The truth is that Jund is spoiled for choice when it comes to destroying anything, even on a limited budget you've got access to Lightning Bolt, Putrefy and Terminate. Then if you want to upgrade you can look into Fatal Push, Abrupt Decay/Assassin's Trophy, Maelstrom Pulse and Kolaghan's Command. Vessel of Nascency also feels very sub-par and is rather mana hungry: Jund in all its flavours is about that Dat Walue and three mana for one card doesn't feel like a good deal. Especially when, again, you've no Tarmogoyfs or other things that want a graveyard stacked with different card types. Both oozes looking in that direction prefer a creature-based diet, so focus on attacking, making aggressive trades and simply blowing up any creatures your opponent brings out.
Sideboard I'll avoid commenting on unless you have a specific question because it's pretty meta-dependant, though four Pithing Needles seems like a lot. Any card in particular giving you trouble? Anyway hope that helps, or at least gives you something to think about.