Mystic Genesis

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mystic Genesis

Instant

Counter target spell. Create an X/X green Ooze creature token, where X is that spell's converted mana cost.

Phule451 on Mimeoplasm Ooze

1 year ago

Path of Ancestry can give you fixing along with card selection. Miming Slime gives you yet another fatty to push through with, and Overwhelming Encounter will help your oozes slime your opponents. Mystic Genesis could help to stop an opponent’s threats while also giving you an ooze and Deathsprout is great removal plus ramp in one card. I find with my ooze tribal deck the key is protecting your board and also getting your giant oozes through. Hope that help. It’s slime time!

komoriblues on EVERYONE'S PERSISTENT! Custom Commander

5 years ago

Have you seen Mystic Genesis , I'm not an EDH player but trying to give some form of feedback to honor the advertise your deck rules.

FLATSO99 on Kumena, Orazca Rising

5 years ago

Nice deck, I would cut Negate and Mystic Genesis for Arcane Denial and Counterspell as they are much better counterspells.

OmegaAura113 on 3 color cards in Ravnica

5 years ago

The flavor text in Mystic Genesis is something I’ve kept an eye on since the card was printed (not long after I started Magic) - it definitely hints at the possibility

Pieguy396 on Fruits of the Ooze

6 years 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!

Epicfuzz45 on Tyrannical Brooding (Sidisi Graveyard Advantage)

6 years ago

Hello, I'm the one that you commented on my Sidisi Deck and I'm here to check out your version of Sidisi. By your deck description, it sounds like we based our decks on the same philosophy of gaining an absurd amount of value through the graveyard. I'll go over some cards that I think you should take out and add. I'm brutally honest about deck building, since there are so many potential cards to add to a commander deck and it's difficult to take out cards, especially when your deck has already been established.

I'm guessing by your card selection that you are on some kind of budget since the deck is around $200 (which is pretty cheap for a commander deck) or by what your description says, you are making sure your deck isn't too OP, so I'll only suggest cards that aren't absurdly expensive like Crucible of Worlds.

Creatures: There is a kind of secret rule w/ Sidisi that you want to have at least 33 creatures in the deck, so on average, she mills at least one creature when she enters the battlefield or attacks, so I'll try to abide by that rule when giving my suggestions.

Dungeon Geists- just a generic control creature, it doesn't have any synergy w/ the deck aside from being a creature.

Kheru Lich Lord- I think Whip of Erebos is strictly better, it costs 2 less mana, gives all your creatures lifelink, and brings back a creature w/ haste for a turn (although it doesn't get flying & trample). Whip of Erebos has less synergy w/ the deck, since it's not a creature, but I think it's sheer power out ways the potential synergy.

Mold Shambler- Reclamation Sage is a strict upgrade to this card, costing half the mana and being able to be triggered if it hits the battlefield from the graveyard, although it doesn't hit lands, if you need it to hit lands, use Acidic Slime instead.

Omnibian- A funny card, but doesn't have any synergy w/ the deck aside from being a creature.

Lands:

I personally avoid "enters the battlefield tapped" lands as much as possible (I'd rather play a basic lands over guildgates), but I'll just suggest interesting lands that are cheap price wise that you could add.

Barren Moor, Lonely Sandbar, & Tranquil Thicket- all have great synergy w/ Life from the Loam, you might think it's silly to take up three land slots for mediocre lands just for synergy w/ one card in the deck, however when you play the deck w/ these cycle lands and you can get the combo going (I usually am able to use it most games, because I mill so much of my deck) you'll see just how powerful a infinitely recurring value engine can be.

Bojuka Bog- It looks like you don't mill your opponents, so I don't think this card will be as useful to you as it is in my deck, however I usually play this card in every deck I have that runs , just so I have some way to interact w/ my opponents' graveyards.

Drownyard Temple- Being able to ramp at instant speed when you have an extra 3 mana laying around is really efficient, especially since the only cost of this card is that it only produces mana.

Exotic Orchard- This card is usually another Command Tower in deck running three or more colors of mana, it is especially true in since those colors are the most powerful and popular in commander. (It's also incredibly cheap price wise).

High Market- Protects your creatures from control magic and exile effects, seems like it's no big deal, but when every deck running has Path to Exile & Swords to Plowshares, it's usefulness begins to shine.

Sunken Hollow- Is an excellent 2-color budget land.

Alchemist's Refuge- I'm not a big fan of this card, I'd only think about running this in a heavy control deck, if you are really desperate for this ability you could use Leyline of Anticipation and/or Vedalken Orrery instead.

Other cards:

Mystic Genesis- I refuse to use counterspells that are more than 3 mana for a good reason, you can't just have 5 mana open without A. falling behind because you could of cast something to progress you board instead of keeping 5 mana up and B. making it super obvious to the other players that you have some sort of interaction, which they may play around. I thinking replacing it w/ either Arcane Denial or Counterspell will be a good choice.

Plague Boiler- Not a fan of obvious board wipes that your opponent's can play around (or could just remove w/ a Nature's Claim), I'd recommend Cyclonic Rift (which you should be automatically playing since you have in your deck) instead if your worried about nonland permanents, however if it's creatures that your worried about, I'd run a board wipe, like Toxic Deluge, Damnation, Life's Finale, Living Death, Decree of Pain, Black Sun's Zenith, or Crux of Fate.

Darksteel Plate- You should get rid of this card, this is a graveyard recursion deck, you don't care if your creatures die, it's one of the strongest assets of the deck.

Sultai Banner- The banners are awful, Commander's Sphere is strictly better, however I'd run Sakura-Tribe Elder instead since this is a creature heavy strategy.

Vraska the Unseen- She is a random planeswalker to have in this deck, personally I'm not a fan of planeswalkers in commander since the other three players will usually team up to kill planeswalkers that you have, the only good modes on her are her -3 (which if you want that just run Beast Within instead) and here ultimate, when judging planeswalkers, you can't judge them on their ultimates, they are so difficult to get to, so you almost have to assume they don't exist.

Important Cards you should add:

Eternal Witness- The best recursion on a creature in commander for .

Phyrexian Reclamation- One of the best recursion enchantments in commander.

Swiftfoot Boots & Lightning Greaves- This deck doesn't have , so haste is hard to come by, and these two cards both protect your creatures and gives them haste, a much appreciated ability in a creature heavy deck.

Sol Ring- It's Sol Ring! (I'm guessing that you don't have this card in your deck, because you think it's too OP, but I'd feel foolish if I didn't suggest it).

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