|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
|Promo Set (000)||Uncommon|
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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
2 days ago
thetanman91 usually this deck wins by playing on curve, so the plan is to play bigger creatures every turn. This means that there are "core" creatures for this deck that are simply the best for cmc, I mean Experiment One, Strangleroot Geist, Leatherback Baloth, etc. In the remaining slots you can add some synergy, resource for some situations or slightly modify the behavior of the deck. For example, Groundbreaker is an aggressive card, synergizes with Aspect of Hydra and can surprise your opponent, but it does not have any kind of protection so your plan would be: play Groundbreaker, pump it with Aspect of Hydra and protect it with Vines of Vastwood. Thrun, the Last Troll and Dungrove Elder are slow cards that are difficult to remove and allow you to win by making removals useless, but they make Aspect of Hydra weaker. As you can see, there are two different strategies, you do not need to have one but I recommend you not to distance yourself too far from the original plan of the deck: play on curve. You can put the strongest cards in the deck but if you do not have the mana to play them or they don't work together, they are useless, so give priority to the curve. This does not mean that you only have to play 1 drops to make sure you have something to play on turn 1, but you have to figure out how to distribute the cost of the cards compared to the number of lands and the kind of lands you use. Now let's look at your deck: a card at cost 4 is very difficult to play because it can not be played before turn 4 and at that turn you should already be in the lead, otherwise it is difficult for you to win. You can play it, but you have to take into account the mana you have available. This also applies to the number of 3cmc, as it is done now your deck should have 23-24 lands, so you should cut something, but if you take cards with less than 3cmc this makes the curve high and risk not playing anything until you turn 3. As you have seen I play 6 3cmc cards and I have 21 lands, you with 7 3cmc and a 4cmc you can't play the same number of lands, I mean you can but I doubt it works. So for me you should lower the curve, choose cards not only by their strength but also and mostly by how they work in the deck. Sorry, several words.
2 days ago
1 week ago
1 week ago
2 weeks ago
I know with the Humans lists I've messed around with, the problem I had was getting that "oomf!" a lot of other tribal decks have. Goblins has Goblin Chieftain. Merfolk have 29,834,891 bazillion different lords. Elves can snowball into Craterhoof Behemoth...and so on and so forth.
I also think the list is just a few pieces away from becoming an established archetype. I already think it's stronger than Slivers. If I had to put my finger on one thing in particular, it'd probably be some type of top-deck finisher. Exava, Rakdos Blood Witch saw some play in Vintage because she smashes Jace, the Mind Sculptor. She also works with Experiment One and Champion of the Parish. Surrak, the Hunt Caller and Samut, Voice of Dissent are also options.
1 month ago
A couple of things:
If you wish to create another line when typing up individual cards, press the space bar 3 times then move the new item to the next line.
If you wish to display a card put the card name in both brackets: [ ].
Now as for your deck, I think the changes made so far work. I'd try to get your Elvish Mystic count to 4, but that's just me.
With my suggestions:
2.) got it.
4.) Charging Monstrosaur: I guess for the deck you are running he works.
5.) Mortal's Resolve: understood.
6.) Flinthoof Boar: like Kird Ape you gain a benefit from simply having a mountain and a forest in your deck. the P/T boost is easy to obtain for the low cost that they are. Additionally, they don't hurt your wallet. As for Experiment One and Dryad Militant, if you are going for a more aggressive approach, then they can work, but like saber4734 said, you want to have one main focus and maybe smaller side thoughts in your deck.
7.) Wasteland Viper: its cute, but as a 1/2 with deathtouch, it mostly just sits there waiting to die without ways to pump it up.
8.) Other thoughts:
- Skullcrack -> better, if you are going more of the burn route than the creature heavy deck.
- Burn Away, Clan Defiance, Homing Lightning -> All these spells cost too much for the subpar delivery they give you.
Hope this helps!
1 month ago
In terms of curve, you'll want at least 4 more 1-drop cards. There's only really one other 1-CMC card with Evolve on it: Experiment One. So I'd suggest four of those. (Protean Hydra doesn't count because it's an X spell.)
I'm not going to give any advice on whether to switch to a straight Master Biomancer deck. Instead, what I'd suggest is that you just start a new deck here on Tappedout with that as its theme. Port over the whole maybeboard and see where you're at. Getting to look at them side-by-side can be really helpful.
Good luck, and may you draw well!
1 month ago
In a vacuum I would go for the Domri because a deck that wants these cards is already going to be chock full of green early drops like Experiment One and Tarmogoyf. If you're doing a more control style like a Jund deck the tracker can be an early role player and fill out your mana curve.