Experiment One

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Gatecrash (GTC) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Experiment One

Creature — Human Ooze

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.

Price & Acquistion Set Price Alerts

C15

GTC

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Experiment One Discussion

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

1 day ago

Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.

Removed:

  1. Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.

  2. Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks

  3. Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.

  4. Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.

  5. Simic Initiate - not a standalone threat, and weak to removal.

Added:

  1. Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.

  2. Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.

  3. Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.

  4. Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.

  5. Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.

Land changes:

-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing

+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.

+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.

  • Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.

Thephelddagrif on Budget Red/Green Aggro

2 days ago

Nice budget deck but a few cards seem weak in an aggro deck even on budget standards. Perhaps they are not but just in case I figured I could suggest some other budget alternatives. Hope these help.

Banefire seems weak/situational for an aggro deck

Lightning Mauler doesn't fit well because it is a nonbo with both Fanatic of Xenagos and Flinthoof Boar. Lightning Mauler is something that needs a follow up and the two cards which would be most impactful with haste already have haste. This results in soulbinding with a one drop (one of which is Experiment One which is better when it evolves over multiple turns and not just charging in as a 1/1 or 2/2). It could be good but seems awkward in the list.

Magma Jet seems too mana intensive for such little damage. Scry 2 doesn't seem to make up for it's lack of impact.

Other:

SynergyBuild on Ep. 17 Steely Turbo Galta

3 weeks ago

To be honest, I am very surprised that you don't run Aspect of the Hydra!

The list seems sweet though, other cards I would suggest are below:

Experiment One

Strangleroot Geist

Avatar of the Resolute

Groundbreaker

Thrun, the Last Troll

I fully understand the elf theme you run isn't fully coherent with these, but they are powerful fillers for the curve.

Nethereon on Stompy

3 weeks ago

Your sideboard is all over the place. You shouldn't have 15 different cards. Expect to lose to certain match ups, then optimize the ones you believe you can beat post sideboard. No reason not to run 2 or 3 copies of Wetball, i.e. Damping Sphere. If you're getting blown out by Souls tokens, there's something wrong. You should be able to just run them over, especially with Steel-Leafs. I like Obstinate Baloth but Kitchen Finks is more efficient and it adds the same amount of devotion as Baloth. You'll lose 2 life on the EtB trigger, but your opponent will have less incentive to kill it because of the persist trigger. Melira doesn't really belong here unless you really think you're going to see a lot of infect.

Torpor Orb turns off your Avatar of the Resolute and the evolve mechanic on Experiment One. It's such a narrow card that I don't think you really need it. Spyglass is fine. Commit to either Relic or Surgicals, but not both. In a creature heavy deck, I would say it is probably better to consider Shapers' Sanctuary for the card advantage. Nothing hurts worse than having all your threats removed, and never having anything left to finish the game. Corrosion is a great choice for your Affinity match up. Are you running Back to Nature for your Bogles match up? If that is the case, then why not Spellskite? It's a creature, it will steal the enchantment, or it can eat a piece of removal. If you play Choke as one of that's fine, but otherwise I don't see the need for it.

lagotripha on So, You Wanna Play Jund Yea? (Budget)

3 weeks ago

As much as I like the idea of this list, I feel like it needs some corners rounded off. Glint-Sleeve Siphoner needs a lot of energy support to reliably replace bob. I'd far rather run Phyrexian Arena or even Underworld Connections- delaying cardraw by a turn in exchange for less disruptable card advantage feels better than possibly drawing a card.

A +1/+1 counter package seems like a bigger payoff than self mill with flayer, without Goyf or Taisugir shenanigans. Dipping more heavily into green with Experiment One, Avatar of the Resolute, Deeproot Champion/Quirion Dryad/Vinelasher Kudzu, Managorger Hydra etc feels like it should get more from jund's hand disruption without the big-bucks cards.

RedmundR2 on Trample your Opponents

3 weeks ago

I definitely think +1/+1 counters can be viable in modern, but I feel like the mechanic lends itself better towards a midrange style in modern using Golgari colors. The main reason for that is the existing aggro decks in the meta can go very wide much quicker (think Affinity), or have creatures that have great stats and get damage in early like Goblin Guide/Monastery Swiftspear. Those decks can usually develop a decent board or get plenty of damage in by turn 2, while this deck would probably take until turn 3 to start developing a good solid board that can threaten an opponents life total. Red deck wins of course has access to burn as well to finish off the game while mono-g cannot.

However, if you play stuff like Winding Constrictor, Walking Ballista, Hangarback Walker etc, you lend yourself much more towards a mid-range game plan - outvaluing the aggro decks, while finishing off the control decks before they can get their wincons out. I feel this direction would be better for you to take this deck for competitive play, if thats how you wanted to go.

Most likely you dont want to change the deck majorly which is totally cool for a casual list. Some improvements would be to add a sideboard. My first suggestion is to add some artifact removal so you can deal with stuff like Chalice of the Void, Ensnaring Bridge etc. Naturalize is a good option. This deck would like some answers to control and thats always a good start. I would add some tech vs burn if its common in your meta, some form of lifegain (maybe Courser of Kruphix). The Llanowar Elves might be better to replace with something else since this deck plays on curve and doesnt really need ramp. I would consider replacing it with Experiment One.

Sorry for the wall of text, i just really like +1/+1 counters.

evilclown5609 on GW Aggro

1 month ago

if your spending that much money you should at lease think about playing 5c zoo of a better deck... but for this deck there are somethings your missing
- 3x Gavony Township
- 4x Dauntless Escort
- 4x Dryad Militant
- 4x Experiment One

cplvela0811 on Say My Name

1 month ago

Nice. If I may, why no Experiment One? It makes a decent Turn 1 for the shell. +1 for ingenuity.

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