|Commander / EDH||Legal|
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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.
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Experiment One Discussion
8 hours ago
Okay :) Well there's definitely options with some purely casual decks then.
I'm an elf kind of guy, so if you like possibly aggro, or even combo, elves has both of those archetypes. Aggro would consist of mana ramping into a kill with Ezuri, Renegade Leader and combo would consist of infinitely going off with mana and draws on Cloudstone Curio and either killing with Ezuri, Renegade Leader or Shaman of the Pack with a mass of elves on the board :)
I also know of a green white aggro deck - very straight forward. Play creatures like Experiment One, Fleecemane Lion, and Loxodon Smiter as your damage dealers, Unflinching Courage for lifegain and trample damage, and Ajani, Caller of the Pride for a possible double strike kill, or if you can stall it for four turns and get that ultimate ability off.
There's always also the budget Blue Green Infect. Quite an effective deck, but your playgroup would definitely hate you for playing it haha it's a consistent T3/T4 kill against decks in the same tier as it. It won't always win, but if your friends can't combat unblockable infect creatures, they're going to have a tough time.
White black tokens is also definitely an option, and it also has the ability to be upgraded into competitive later. Same with Elves and Blue Green infect.
Mono red burn is another option - Just play spells that deal damage to creatures and players and have intense board control, but also dealing damage.
You've got options :) if you have an interest in any of these decks, I can hand you over a decklist, you can put it on here, and give it a try. All of them are fairly budget.
3 days ago
You have more ways to trigger Revolt, but it's at the expense of your tempo. Narnam Renegade with Greenbelt Rampager to trigger it is much less impressive as a 2-drop unless your 1-drop was specifically Experiment One, and it requires that you have those 3 specific cards in hand. I'm not a fan.
5 days ago
HEX. Thanks for contributing. Greenbelt Rampager is less solid than the rest of the deck but the point is not to play it for 1 but to have multiple ETB effect for Experiment One, revolt for Narnam Renegade and curve fix using the extra 1 mana. I'm still testing this list so maybe I'll remove it however for now it's working fine
1 week ago
As with a lot of the green decks I see, I think focusing on either an aggressive stompy strategy or a heavy-hitting ramp strategy could be useful.
For ramp, I'd try to up the green symbol count to make Karametra's Acolyte shine. Devotion also gives access to Nykthos, Shrine to Nyx, Nylea's Disciple, and potentially Aspect of Hydra. Aside from mana dorks, Elvish Piper and Quicksilver Amulet are some cool tools to bring in the bombs. Some other big guys that I've messed around with before are Liege of the Tangle, Engulfing Slagwurm, and Primordial Hydra.
A stompy plan sticks closer to the low end of the curve. Experiment One, Avatar of the Resolute, Strangleroot Geist, and Leatherback Baloth are some possible curve plays. You probably can't afford to play anything much bigger than an Obstinate Baloth or Thragtusk without dipping back into ramp though.
In either case, I don't think the artifacts are adding much here that green cards couldn't do better. At the very least, I'd cut the Ornithopter, Bonded Construct, and Juggernaut to bring the deck down to an even 60.
I think I have too much time on my hands. XD
1 week ago
Experiment One is already seeing a small amount of modern play in creature based Aggro strategies. You might want to try him out.
1 week ago
2 weeks ago
So I see a couple things wrong with your list. Right off the bat, I recommend throwing in a couple lands. I don't play Naya, but anywhere from 18-20 sounds right. Your manabase should be one of the more expensive parts of the deck, consisting of mostly shocks and Fetches, with a handful of Basics, depending on how weak you want to be to Path and Ghost Quarter.
As for spell content, that really depends on your playstyle. You can go for a more Creature based build, or a Spell Based build. IF you're planning on using Ajani, Caller of the Pride (which is pretty spicy. I think it adds a little surprise to that a lot of people might not see coming) then I'd go with a Creature based build. For that, cards like Experiment One, Kird Ape, Loam Lion, Tarmogoyf (duh), or really most cards with CMC 1-2 that have 2-3 power. A lot of these cards are "strictly worse" than Nacatl, but they're still fine. Not everything can be a 1 mana 3/3 with no drawbacks, so you gotta go with the next best thing. That being said, Ajani, Caller of the Pride may just be a little too slow for the deck. White should be your tertiary color, so having a 3 mana, Double White spell that jumps a Goblin Guide and gives it double strike doesn't sound awesome. It may be better to just, put in more creatures with haste or extra Burn. He could be good in the Sideboard against Abzan or Jund though.
Ultimately, just add lands and look around at other lists, see what you like.
3 weeks ago
Just some experience from playing at a Super IQ last weekend: I played against 2 guys from the same shop that were trying out the cards mentioned in a very similar list, about 70 cards were the same from your lists. I beat one of them(I was playing Abzan Company with Renegade Rallier) and neither of them liked the Hidden Herbalists. They mentioned that more often than not they were the end of the chain since they did not make red mana like BTE. The revolt trigger was also much harder to get than they were hoping, and they both said they wouldn't be playing with them again since they can only chain into another copy of Herbalist or a BTE, they can't even main phase an Atarka's Command or Reckless Bushwhacker which is the big payoff for the deck. They did say Narnam Renegade was usually a better Experiment One since they could at least play them post combat and get the revolt trigger usually. The Hidden Herbalists were too narrow in what they did that the Bushwhacker Zoo probably isn't the place for them since they end up being so specific it's sometimes a win-more card.