Inexorable Blob


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all


Inexorable Blob

Creature — Ooze

Delirium — Whenever Inexorable Blob attacks, if there are four or more card types among cards in your graveyard, put a 3/3 green Ooze creature token onto the battlefield tapped and attacking.

Inexorable Blob Discussion

Pieguy396 on Fruits of the Ooze

1 year ago

Hello again! I'm not sure how all-in you want to be on the Ooze plan, so I'll split my suggestions into tribal suggestions, Atraxa cards, and generally-good-cards suggestions. Oozes first!

Now Atraxa cards!

And some just-generally-good cards:

Good luck with your deck! Oozes forever!

Coward_Token on Gahiji: Forever War

1 year ago

Hello, really fun deck you've got going here, it's been nice to follow its continuous development. I have some thoughts, forgive me if they contain too many things you already know:

How is Curse of Predation working out for you? I feel the deck already has OK weenie support and that the slot could be better served making it more consistent by patching up its weak points

Some sets of possible drawpower alternatives:

Someone mentioned Recruiter of the Guard so I'd thought I'd point out the old-school Imperial Recruiter as a possible alternative to it for the sake of completion. Out of the cards in the current deck they each have exclusive access to the following creatures:

  • Guard: Fumiko, Mirri & Tireless Tracker

  • Imperial: Selvala & Windborn Muse

Finally, a somewhat radical & meta-dependent suggestion that would probably require other changes: Angel of Jubilation. It hates on sac engines trying to abuse your gifted tokens, but it conflicts with Selfless Spirit and the three fetchlands (And you might find that it comes in a bit too late due to its mana cost, both in terms of CMC & symbols)

HackSlice on G/B Delirium Budget

2 years ago

Ishkanah, Grafwidow to me really stepped things up to me but you are totally right about the spider tribal part. I might take out a few mana babies to add in Soul Swallower and Inexorable Blob

saber4734 on G/B Delirium Budget

2 years ago

Next card you want to get rid of is Ishkanah, Grafwidow. You'll notice I removed her from my deck. She is meant more for a spider tribal deck. Yeah she can produce little chump blockers that can block flyers but in my opinion she isn't right for the deck. And her ability goes to waste without extra spiders in the deck. Soul Swallower and Inexorable Blob are good replacements. However, I think adding a 3rd Grasp of Darkness would be best.

Fairmount on U/G/B delirium deck Standard *help

2 years ago

Vessel of Nascency and Grapple with the Past are much better than Corpse Churn and contingency plan. More pale riders!! Maybe some Inexorable Blob. Negate and Heroic Intervention sideboard.

Wizard_of_the_Broke on Delver in the Ice

2 years ago

+1 for Mandrills (a must), Vines, and maybe Blossoming Defense. I think at least 2X Become Immense would also be good.

I'd also vary the counters a bit, certainly including a few Spell Pierce, and Remand if you can. I don't repeal is the right card for the job.

Rancor might be an okay idea, as would Mutagenic Growth.

More fringe suggestions of creatures you might experiment with: Managorger Hydra, Curious Homunculus  Flip, Inexorable Blob, and especially Thing in the Ice  Flip. You also might consider some number of Elvish Visionary or Coiling Oracle for draw power (potentially added draws with stuff like Vapor Snag - and maybe Unsubstantiate would be decent in this deck).

I think basically though, you want to consider carefully how you actually want the deck to operate. Right now, this looks like something between UG Infect and Hexproof/Bogles. But what I think you're really looking for is to make a green/blue TEMPO deck, which is what most Delver decks are. The idea of tempo is that you play cheaper creatures and spells than your opponent, so you can overwhelm them by being able to counter their spells, and drop creatures, and do other good stuff while they can only produce one spell per turn through turn 3. It's noteworthy that drawing extra cards is pretty key to making tempo work, so any spell that replaces itself in your hand by allowing you to draw, or helps set up draws, is great. It also means you need very potent damage potential from creatures. to me, this is more important than them being hexproof, because you counterspells to protect them.

Load more

No data for this card yet.