|Commander / EDH||Legal|
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|Scars of Mirrodin||Rare|
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Creature — Ooze
As long as Necrotic Ooze is on the battlefield, it has all activated abilities of all creature cards in all graveyards.
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Necrotic Ooze Discussion
1 day ago
Traverse the Ulvenwald is not the worst card in our deck as we're better at getting to Delirium than other strategies, assuming we have access to something like Bazaar or a card with Dredge. After several revisions my list has had less and less cards that mill us save for the best few however, and this makes the card relatively situational in too many situations to warrant an include anymore. It's a cheap alternative tutor for budget builds and does work wonders when you're including more dredgers in the deck. It's just that my list doesn't really require or want it at the state it is right now.
Thank you, an awesome-looking list on your end as well! I see it's tuned to a "high power" type of metagame, something that isn't 100% competitive but not far from it. The resiliency, card quality and the option of playing more than several gameplans at once when you play multiple combos are all great when you're going for the out-valuing plan, and I bet this list is good at keeping control-ish decks guessing in that sense. The deck has a relatively high average mana cost at 2.85 right now in relation to 100% competitive decks, mainly because of your diverse wincon package (Buried Alive Necrotic Ooze packages with Phyrexian Devourer and Walking Ballista/Triskelion work wonders in a high-curve deck like this!). The combo package is something that could be trimmed down if you ever have a problem with other decks being faster. I usually dedicate deckslots for about 1-2 combos for reference.
Adding 1CMC mana dorks will help in getting your board-state going faster as well, but I'd reckon' they are not the best option of ramping in a more control-oriented metagame where board wipes are common. I'd still consider trying out something like Mana Vault, Grim Monolith, Dark Ritual and Wild Growth in the list as additional fast ramp to get Gitrog out early on if dorks aren't your thing.
Hopefully that was as at least somewhat helpful, cheers!
3 days ago
You aren't running the combo, so he doesn't serve a purpose here.
Just put in Ancient Tomb for any of these. I don't think you will miss 'em.
I think CW Liege is alright, but he's more combat oriented than anything else. Even at 4 CMC I'm eh about him.
I know you love him, so I won't even start to talk smack. Just saying there's wiggle room here if you need a slot.
Other than that though, I really don't think there's much more to cut unless you want to focus your synergies more so towards certain mechanics.
4 days ago
Nice start. Have you considered a win with Necrotic Ooze instead of just the Lab Maniac route after milling your library? Only problem with Lab Man is it oftentimes requires more mana for Deep Analysis where Nooze can win without extra mana.
Also, I'll second your choice for Narcomoeba, Fatestitcher, and Dregscape Zombie. Haunted Dead seems worse because it requires 2 mana and two cards where the other line only requires 1 due to Fatestitcher untapping a land.
5 days ago
geekmp3 If a card references itself, anything that gets that ability will get that effect. This works for Marsil, Necrotic Ooze, Sakashima the Impostor, etc. This is because there is not a name check attached to the ability, you can replace any instances of a card referencing its own name with "this card"
5 days ago
Ok, so as I saw a lot of people have already put up their impressions about the new cards being spoiled, but I just want to hop in the hype train and do the same ;) So here are the images of the cards and what I think about them:
Will this one replace Jeleva, Nephalia's Scourge? Probably, but at the same time her ability is somewhat different. As stated before, she can't cheat big CMC spells, but I think the pros are enough to play her instead as de facto grixis storm commander. She can be used the turn she comes into play, and you can play any instant or sorcery from your graveyards back once per turn. I mean, this can be pretty powerful with rituals such as Dark Ritualor Cabal Ritual, but I think a mucktide deck can use it really better and play back High Tideor Bubbling Mucktwice. This is a pretty solid general, Tier 1
This is far less esciting for multiplayer commander, and I would say Tier 4/5. However, if you are playing Duel Commander, either MTGO or French, this will be a powerhouse in this format. This list is about multiplayer though, so not really good for us.
Meh... Maybe I am missing something, but this is not really exciting for us. Pretty voltron, and the clause that you can use the ability only once per turn during your turn makes it nothing but Tier 4 in my opinion. Maybe I am missing something but...
This is already a better vampire. With the tokens he creates, we could think about some stax builds, using the tokens as fodders or ways to break parity... There are some restrictions but... And he could be used as a finisher to pump your entire army after that, closing by combat after a lock. Tier 3
This one got me excited. I mean, I know it is a 4 mana commander, but there could be some ways to win on the spot. Many people have said it is a worst Necrotic Ooze in the command zone, but I would say it is more than that. This could be used to make a grixis nooze deck, or something similar, and I think it could be pretty good. We could use Mirror-Mad Phantasm with our commander to pitch the entire deck in the graveyard, Dread Returnsomething and win from there. I wont list the entire combo here but you guyz understand. I could also see something good by exiling a mana rock such as Gilded Lotusand having some fun with Paradox Engine. A lot of combos available, this as a lot of potential. Tier 2, at least 2.5
Not sure about this one, but he seems good for a control shell with a big reanimator package. Simply by being on the battlefield, he can let you dig a lot AND throw useless big creatures like Jin-Gitaxias, Core Augur(useless cause you wont cast them) into the graveyard, ready for reanimation. I think he could be better than The Scarab God, letting you dig better IMO. This as some potential, i would see Tier 2.5
High cost, nothing for combos, needs to connect with damage... Tier 5/4
Well, too slow to be an actual thing, but still has some great effects if it ever sticks around. Simply for that, Tier 4
I could see this used as a stax deck, forcing opponents to get rid of creatures, and if they dont have any, create fodders to break parity on stax effects. Small potential, better commanders available out there, but still a good Tier 3
The most competitive deck I would think about right now would be running some elves as mana dorks and many hatebears. The thing is... Why running this over Captain Sisay...? Still, I would say this is Tier 3
The best idea I had so far would be running this as an elfball commander to be able to fetch Umbral Mantleor Sword of the Parunsfrom the command zone. Easy Tier 3, even if better commanders for elfball in those colors are available (like Selvala, Explorer Returned).
Meh, I dont really like this one, I don't know what to say except he reminds me of Ludevic, Necro-Alchemist... Tier 4
Now, I don't know if you guyz are excited like me about this one, but I think it will end up pretty decent (At least Tier 2.5 for now). There are lots of good wizards that can abuse the ETB, like Archaeomancer to go infinite with High Tideand Snap, Snapcaster Mage, Dualcaster Mage + Demonic Tutorto get both Ghostly Flicker and Essence Fluxand go infinite from there, Venser, Shaper Savant to combo with Paradox Engine or to simply be a big Boomerang, Azami, Lady of Scrollsherself could be in the deck... Many ways to abuse, many combos available I am pretty sure. Abusing spells like Ghostly Flickerand Essence Flux seems pretty good with this too.
This one will end up decent. There are lots of brews actually with this guy, from extra turns to control to Approach of the Second Sun, and I am sure we will end up with something good. Tier 2.5 for now.
Well... This is my favorite one from the set, so I am biased for sure, but I see a lot of potential in this guy as a storm commander (Tier 1) that could also be used as a 5c artifacts combo commander. Generating free mana is super important for storm, and the fact that he can be cast from fast mana is simply nuts. We are not even obligated to play him as a 5c commander, we simply need to cast 5 mono-colored spells to generate 10 mana and continue storming, which is I think pretty strong. This one will end up being the most powerful (alongside with Kess) from the precons I think.
Thoughts? Those are my comments on the spoiled legends, but I would like to know what you guyz think about the placements I have done. I am pretty happy to see all those new cards. Probably not as a big impact as last year's commander decks, but some pretty powerful commanders for sure. Tagging you sonnet666.
6 days ago
Yes, that's the way it works. Anything that says CARDNAME gets replaced by the applicable cards name whenever it matters (ie Mairsil or Necrotic Ooze)
6 days ago
Mairsil has some cool flavor point going for his design. It works well for what I remember of his character in the Ice Age novel. He's just a really slow and inefficient Necrotic Ooze though, isn't he? He'd be a fun challenge to try to combo off with, but I don't think he's particularly high tier.
I suspect that I'll be seeing that Vindictive Lich popping up in bunch of Pub-stomp style Meren decks.
1 week ago
I've been testing a lot against Hermit Druid Necrotic Ooze combo decks similar to this one: http://tappedout.net/mtg-decks/a-heart-three-sizes-too-small-turn-1-win-copy/ (I can't seem to get the hyperlink using the deck name to work).
Against decks like it, Gilded Drake is still relevant, alongside Scavenging Ooze and Phyrexian Revoker, because Animar needs a way to stop Hermit Druid before it activates. Normally though, if the Hermit Druid deck gets one of its fast starts Animar tends to just lose unless another deck has an answer. Animar is pretty consistent in comboing off on turns 4-5, but the Hermit Druid deck frequently combos off on turns 2-3. In 1v1 testing, I think the Hermit Druid deck beats Animar about two out of three games.
In group games, the Hermit Druid deck quickly establishes itself as the main threat due to it being able to threaten a win on almost every turn. It is also hindered a bit by all the graveyard hate that is available, which can be beneficial to Animar because those cards don't interfere with Animar's game plan. If everyone is focusing down on the Hermid Druid deck and adjusting their decks to deal with it, Animar can snag wins by being the second most explosive deck at the table and by not being affected by the graveyard hate or cheap counterspells like Swan Song and Flusterstorm.
In 1v1 testing, a lot of the games that my Animar deck won against Hermit Druid were thanks to Magus of the Moon. The Magus only seems to be useful against about 50% of the upper-tier decks, but I've found it good enough to keep as a sideboard card. Hermit Druid finds it extremely difficult to play through, particularly if Hermit Druid hasn't played a mana dork before the Magus comes down. In the match-up, I am often willing to cast the Magus turn 2 off a mana dork instead of Animar, since making my land drops more awkward doesn't matter when I am locking out Hermit Druid from being able to play almost all of its deck.