Scavenging Ooze


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Magic 2014 Rare
MTG: Commander Rare
Promo set for Gatherer Rare

Combos Browse all

Scavenging Ooze

Creature — Ooze

: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and you gain 1 life.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 22%

8.23 TIX $7.15 Foil


Scavenging Ooze Discussion

THE_WTF_Brewer on BG snek

17 hours ago

If it's in your budget, play Arcbound Ravager and Arcbound Worker along side Scavenging Ooze, Dromoka's Command, and Dark Confidant.

icehit6 on Yep, Elves again

23 hours ago

Are you looking to keep this Modern? If you're willing to delve into it being (technically) legacy, I can suggest some really good cards that will improve the play on this immensely. That could work fine if this deck is only being used casually. If not, here are my suggestions for modern.

So first off, you want to try and keep this deck as creature heavy as possible. 4 beast within should definitely be a sideboard option because removal in green should generally be a reactionary card pick, not necessarily mainboard.

Elvish Promenade is good, however it's slow. In modern, the idea is turn 5 kill max, and that card is slow. Sands of Delirium isn't of much help either. I say that card would be fantastic if you're running infinite mana combos, which is very possible.

When you run mana ramp, you only need 18 lands max - so taking out one land is going to be a good medium. So now with 12 spots removed in your deck, you've got 50 cards to work with. You should ONLY be running 60 cards, it keeps your deck consistent.

With your 10 spots I would recommend adding in two Lead the Stampede and two Eldritch Evolution. Eldritch Evolution definitely has some drawbacks because it's a sorcery and it limits you to 2 CMC more, however it's 3 cost and is a ton cheaper than Chord of Calling and I think on a budget, it's an absolutely fantastic substitute. These keep your hand going and as well helps you recover from board sweepers a lot easier. The next one might be obvious, but I do recommend Collected Company. If CoCo is too much for your budget, the next best thing would be a playset of Genesis Wave, because that card is still hella effective with mana ramp, especially turn four. And if Genesis Wave is still too expensive, the next best thing would just be add two more Lead the Stampede and two more Eldritch Evolution.

With the 2 extra slots left over add in one Reclamation Sage for enchantment removal, and one Scavenging Ooze for graveyard hate. If ooze is too expensive, Loaming Shaman is also a viable option.

Moving on to your creatures, there's quite a bit of change that I think should take place. Firstly, Drove of Elves is not the type of card that's going to be helpful to you in a turn 5 format. They're too slow, and should likely be removed. Ezuri's Archers as well. They're just flying chump blockers, and fliers aren't as much of an issue in Modern than they are in standard play. Sylvan Messenger is a less effective Lead the Stampede, so if you make that change, Sylvan Messenger should come out. Plus it's a very high mana cost for its effect and it's power toughness. And lastly, Joraga Warcaller is really only good with a Immaculate Magistrate, but even at the end of the day, that's still too slow for a turn 5 deck.

So if you decide to make those changes, you now have 14 slots freed up for creatures. :)

This is where if you're willing to into a technical legacy format comes into play. Casually it would definitely be fine, but competitively it wouldn't be allowed.

For modern, I recommend you take Heritage Druid and use it with Nettle Sentinel. It's a nice little mana combo that allows you to dump your hand onto the board. Now, because I understand that not everyone has 12 dollars for a playset, among other recommended things in this deck, there is in fact a replacement. But it requires to delve into legacy. If you want the 50 cent replacement, that isn't quite as good, but has a similar effect, take a look into Birchlore Rangers. If you want to use that, add four and as well, with an effect like that, four Nettle Sentinel is 100% mandatory. If you don't want either, skip this entire section and disregard Nettle Sentinel. However, I highly recommend Heritage Druid and Nettle Sentinel first, second Birchlore Rangers and Nettle sentinel. If you decide against it, throw in four Dwynen's Elite, two Elvish Harbinger, and 2 Copperhorn Scout (just because that untap effect can be very helpful).

So now you've got 6 slots left at this point. The first one, if you can splurge, would go towards an Elvish Champion, just because that forestwalk can be extremely helpful in getting free hits on your opponent, increasing kill potential. One Essence Warden can go mainboard. Lifegain is somewhat important too. If you didn't add in Dwynen's Elite at this point from the Heritage Druid/Birchlore Rangers debate, add in four of those. If you did, add one more Essence Warden, and then three Elvish Pioneer for increased mana ramp in one cost creature form.

THE_WTF_Brewer on the Loam Weaver

1 day ago

The shell seems cool, but how do you win? The mill plan seems really inefficient. Bump in the Night could do some work, and then you might want to add a couple creatures if you have room. Scavenging Ooze would be my top choice, but I'm not sure if it's in your price range if you play on MTGO. I can't think of any other finishers of the top of my head; Anyway, great deck!

adamwasmo on Bugpile aka Bug in a Rug

3 days ago

I'm not that fond of Noble Hierarch or Ancestral Vision. Hierarch just isn't what the deck wants to do, and I don't think the deck is as reliant on visions. Possible replacements may include Scavenging Ooze, Painful Truths, and some number Mana Leak

WhisperingBlade on Cocaine

4 days ago

No problem, I kind of have a personal goal to nurture White Weenie Humans to be a better-known modern deck, and the more I help, the more unique things I see, and the more I see, the more I can apply concepts to my own deck. Cool little full circle thing going on there. And you definitely have some fair points.

I guess I overlooked the thinning that Gift of Estates can deliver, and I may not value deck thinning as much as I should. I just typically tend to value the body more, but it may be a different experience between my deck and yours.

I definitely see your point on Immortal Servitude. If you are using it for wrath cleanup, that makes much more sense. When I suggested Return to the Ranks, I was thinking that in most cases where you'd use it, you'd use it against midrange, but in midrange it is hardly ever done by wrath effects and they have many ways to make sure that your creatures don't come back such as Scavenging Ooze and Kalitas, Traitor of Ghet.

On the topic of wrath effects, they have arguably been the bane of White Weenie since the very beginning of the game. Unless you wanted to run a wrath/recuperate with Immortal Servitude deal against some creature based matchups, I'd advise against them (although it would be a fun deal to try out, although I think that it would only work well enough with Wrath of God for curving reasons).

I've found that many decks choose Disenchant over Revoke Existence because instant speed can deal with more threats. While I definitely like Revoke Existence over Disenchant against cards such as Hangarback Walker or the like, I believe that having the ability to do things at instant speed gives you more options. For example, lets say a combo wants to go off, and needs an enchantment to do it. Well Disenchant can interact with that during their turn. Let's take a more common example though. Your opponent activates an Inkmoth Nexus and swings in for a potential lethal. Because of Disenchant, you are able to remove the threat. At first I was skeptical because the cases where Disenchant helped felt like fringe cases, but it turned out to be more common than expected. I can certainly see where you are going with Revoke Existence, but I'd recommend giving some thought to trying out Disenchant and seeing how you like them and how many times a situation pops up with the exile part would be more relevant than the instant speed part.

Pheardemons on Golgari Gobots (GoGoBots)

5 days ago

I would suggest maybe play something along the lines of a serious endgame beater. Primordial Hydra seems like it would just seriously get out of hand with this deck. You have a lot of mana effects to increase the counters on your creatures, so why not a creature that just builds itself up turn by turn? It may be somewhat of a "win more," but can seriously combo with the next card I mention, if either become appealing.

Has anyone brought Retribution of the Ancients to your attention? I understand you want to build up your counters, but this is a nice card to get you out of a jam against something big. If you're counters just never stop from your creatures, then you have no worry about this being a dead card.

This deck looks like it could run out of gas quick. Something to possibly consider for card draw could be Inspiring Call. Three mana can be intimidating for this card, but at instant speed you can play it turn 5 at your opponents end step and refill your hand. Something to consider. Another card draw that may be worthwhile to look into could be Dark Confidant. Granted, he does nothing for your counters, but you play only 3 cards with CMC 3, the other CMC cards are worth gaining advantage of over losing a little life, and you Walking Ballistas and Hangarback Walkers are CMC 0 if they get revealed.

If you don't want card draw I would probably encourage mainboard disruption in the form of hand disruption. I see you have three Thoughtseizes in the sideboard, maybe try to move them mainboard? Or even Inquisition of Kozilek so you don't lose life.

Lastly, possibly consider one or two Urborg, Tomb of Yawgmoths in here. Your Ghost Quarters don't produce colored mana, and this may be unlikely, but if you get into a situation where your life total is too little where you don't want to fetch the land doesn't go to waste. However, if you haven't had any color problems then maybe that one isn't worth trying out.

Now onto the suggestions of what to replace. -1 Abrupt Decay, -1 Scavenging Ooze, -1 Victim of Night, - 1 Collective Brutality, -1 Walking Ballista, -4 Arcbound Worker

+4 Dark Confidants, +1 Primordial Hydra, +1 Retribution of the Ancients, +3 Thoughtseize/Inquisition of Kozilek.

Honestly, I did have a little trouble thinking of enough cards to take out (which I guess contradicts me giving you advice), however here you would have Thoughtseize taking the place of your one drop which then gives you hand disruption. Retribution of the Ancients acts as multiple removal spells since it can be used until it is destroyed, and if you play enough counters (which I think you do) then it is a continuous death trap. Primordial Hydra acts as your "answer me now" end game beater that just continues to grow insanely big if left unchecked. And of course card draw in the form of Dark Confidant since I would say he would be the better choice to make if you wanted to add card draw. Overall impressive deck man and keep it up +1.

KillDatBUG on budget affinity

5 days ago

No, it's not actually. The deck is made 100000000000x worse without its key cards because they are so important to your game plan. Mox Opal is absolutely necessary for the explosive starts where you play a turn 1 Ravager or Overseer, Arcbound Ravager is by far the best creature in the deck and a key part of your plan when the game goes long, Inkmoth Nexus is an important win con with Cranial Plating, Steel Overseer, and Arcbound Ravager to give it several +1 counters, and Glimmervoid is an essential card for casting colored cards game 1 and for having a sideboard games 2 and 3. The reason why, say, Jund works as a budget deck is because it's not a tightly focused synergy deck that needs all its cards to work. You can still play alternative cards that work decently well without messing up your core game plan. For example, you can play Scavenging Ooze instead of Tarmogoyf and you're just playing a slightly worse 2 drop. You can play more removal spells or whatever instead of Liliana of the Veil and you're just lacking in versatility and power. You can play Khans fetches instead of Verdant Catacombs and you're just making your manabase less consistent. None of those decisions ruin your core game plan, because Jund isn't a tight synergy-based deck that's super fragile otherwise. Affinity is a tight, synergy-based aggro deck that needs all its cards to function.

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