|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Rare|
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(1)(Green), Sacrifice a non-Ooze creature: Put an X/X green Ooze creature token into play, where X is the sacrificed creature's power. Play this ability only any time you could play a sorcery.
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Ooze Garden Discussion
9 hours ago
Without knowing your meta the recommendations I would make for cuts are Illusionist's Bracers (not many worth while activated abilities in your deck), Alpha Authority, Whispersilk Cloak (is spot removal rampant in your meta?), Ooze Garden, Seer's Sundial (you have access to much better draw options really), Turntimber Basilisk, Groundskeeper, Apocalypse Hydra, Traverse the Ulvenwald.
Creatures you play to ramp need to be efficient like Farhaven Elf or even Llanowar Elves instead of say Wild-Field Scarecrow who costs you with no lands in play to show for it or Frontier Guide who costs you before you even get anything out it.
Other creatures you play need to have powerful utility like Terastodon or Bane of Progress or some very good synergy with the commanders strategy like Stalking Vengeance or Garruk's Packleader do. You don't really need removal like Turntimber Basilisk or beaters like Apocalypse Hydra when Boundless Realms would be far more terrifying. Remember, land is not really a dead drop for you as you are likely get a 5/5 elemental token out it so every cut made could be an additional land.
Some possible interesting cards are Sandwurm Convergence (green moat with beat sticks included) and Hour of Promise (ANY TWO LANDS!), Rogue's Passage (make the lands work for you), Kessig Wolf Run (REALLY powerful.
All recommendations are below the $5 mark to try and keep it more budget friendly, anyways I hope this is helpful, also if you could post some information about your meta it could help people make better recommendations.
1 week ago
Rhonas's Last Stand is the newest interesting thing for the archetype, giving some much needed early power.
Then we get to the janky stuff. Call of the Herd or Mouth // Feed, perhaps, Pulse of the Tangle or Cobra Trap. Things to stop you dying to early creature drops. Giantbaiting into Second Harvest is a fun option. It of the Horrid Swarm or Miming Slime exist. Mitotic Slime is obnoxious if you can proc it. Ooze Garden can be a lot of fun. Slime Molding seems interesting alongside song/ Spore Swarm/Sprout Swarm
There are also weird rebuild options like Prototype Portal/Soul Foundry with artifact creatures and golem tokens, elf tribal, Khalni Garden/land token generation builds. Lots of cards, nothing that has shaken the world recently. Good luck with the build.
3 months ago
Ulvenwald Tracker is already in the deck. :)
Verdeloth the Ancient is here because of that Kicker X that makes him perfect as a finisher for one of the combos, other than being a good token producer and a decent body on his own in case of a Pyroclasm-like effect or if needed as a simple blocker, but Wolfbriar Elemental is very well-stated, so thanks for the suggestion.
Feed the Pack is nice by itself but this deck focuses a bit more on cards with very good standalone effects rather than "just" raw power, plus at six mana I'm afraid it would be a little too slow, even for a mono green deck. Ooze Garden may found a place in the list though, since it's so cheap. Thanks!
3 months ago
I love it! I like all the crazy cards in here to make this thing just a complete powerhouse, haha! I made a deck with this same commander and it's my most fun deck I own! Please take a look and let me know if it helps with ideas. Not-So-Jolly Green Giant
I recommend Wolfbriar Elemental over Verdeloth simply because it's more efficiently-costed and if the creature dies, the tokens remain 2/2s. I'd recommend Feed the Pack and Ooze Garden. In my experience with this deck, these are too good and too fun to pass up! Also Ulvenwald Tracker puts in overtime in here. Peace!
3 months ago
JuQ on Yasova EDH
4 months ago
Personally I'd go with around seven counterspells, that's what I have in my Simic aggro deck and feels about right.
I'd go with Counterspell, Negate, Disdainful Stroke, Swan Song, Stubborn Denial, Arcane Denial, Deprive, Familiar's Ruse. You want them low cost, but you want them to counter something for sure, they will most likely have some mana available after casting their spell. Keep in mind that sorceries are usually the most dangerous type of spell gainst permanents, most board wipes are sorceries.
Yasova is controlly with her stealing creatures all the time, you will be on the recieving end of the board wipes (at least figuring this on my meta). A bit of targeted removal for those creatures too big to control. Chandra's Ignition would be good, to clean the tokens, tho. Vandalblast for artifacts.
In my opinion you have more than enough sacrifice outlets and blinkers which have in fact the same job, not giving back the creatures you just borrowed. I think I'm counting about 17 all together.
I would cut:
Feed the Pack quite costly and you don't have much to do with all those wolves anyway. yes, you turn them sideways and they deal damage or you can sac them to goblin bombardment, but it's still way too expensive IMO, you need to keep your lands untapped.
Heart-Piercer Manticore and Fling. Again your problem are the creatures too big to steal with Yasova, and the burst of damage you get with them is not that relevant, you are controling the board, it's more important to preserve what you built.
Scourge of Skola Vale you gotta chose between keeping it as a sac outlet or attacking with it. you can only sac one creature per turn.
Ooze Garden I like the fact that it can trigger Temur Ascendency, but having to use it as a sorcery is a problem when you use Domineering Will or Reins of Power out of your turn, also you have to pay a bit of mana each time.
Keiga, the Tide Star I don't like having to kill it to gain control of something. It's better the way Conquering Manticore does it, take something, attack, sac it, keep manticore. Also doesn't combo with Deadeye Navigator or Conjurer's Closet. You have enough stealing creatures anyway.
Definitely keep Skullclamp, you are low on card draw and include the Greater Good you have in the maybe board, You need to dig through your library a lot to find the combo pieces.
6 months ago
Thanks Mave for the Suggestions! I replaced Champion of Rhonas with Greater Good, since he really was just a one trick pony, I would use his exert ability once and after I would already have Ghalta, Primal Hunger into play and by then his ability didn't really matter. I replaced Experiment One with Ooze Garden, even though I lost some tempo its not too bad, and Experiment One usually took too long to get big enough to be worth anything. I replaced Caged Sun with Death's Presence since by the time I could cast Caged Sun, I would already have the mana to cast Ghalta, Primal Hunger and I wouldn't really have much use for it.
Mave on Clever Girl
6 months ago
I think the Deck could work well. Still tink that there are three green enchantments which could improve your deck.Greater Good Can Sac. your commander to dig 12 cards deep into your deck giving you 9 cards in your hand 3 in the graceyard.Ooze Garden Is a save move where you spend 1G to return your commander to the command zone and get a 12/12 which reduces the costs by 12.Death's Presence Keeps the power of dying creatures on the board for later use to recast Ghalta.