Scavenging Ooze

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Rare
Modern Masters 2017 Edition (MM3) Rare
Commander 2016 (C16) Rare
Magic 2014 (M14) Rare
MTG: Commander (CMD) Rare
Promo set for Gatherer (PSG) 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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Recent Decks

Scavenging Ooze Discussion

Simonsayyzz on Pro Zoo

1 day ago

Whats up,

While I think this is a very interesting build and a creative take on Zoo, I playtested the deck and found often that it had a hard time keeping up.

The deck has 20 creatures which makes it very hard to go on the beatdown plan. Even if you manage to play a creature, it may get killed by removal, and at that point it's unlikely you have another creature in your hand to play with the 20 creatures in the deck. This low creature count also causes the problems of Blossoming Defense and Unflinching Courage often being dead draws for they will not be able to target anything. This is what happened when I playtested this deck.

In addition, only 12 creatures of those 20 are 2 CMC or under. This makes it very unlikely to stick even one of them for a long amount of time, and in a deck where your plan is to go wide FAST, this is also a problem. The other 8 creatures of which are 4 ofs (or in the case of the Ghor Clan, a pump, which is a dead draw if you don't have creatures or less than 4 lands) are tough to cast in a 20 land deck. It is very likely to miss a land drop in the first 3-5 turns, which will make the 4 drops a turn 5 or 6 play usually; too slow for an aggro deck.

What I did like about the deck was the Manamorphose. Essentially cuts down the size of the deck and makes it easier to find your threats.

My suggestions: Definitely up the creature count to 30 or 32. I would not go the full 4 of of Qasali Pridemage, at least main deck. Maybe if you still want all 4, a 2-2 split or even a 1-3 split in the main and side would be a lot better and give you room for creatures like Voice of Resurgence (should be a 4 of in this deck). Scavenging Ooze would also play very nicely in this deck. Maybe a Shalai in the sideboard for matchups heavy in removal. A Gavony Township in the main would be nice for late game. Having some mana ramp with Birds of Paradise and/or Noble Hierarch would help you flood the board super quick.

I'd also go up on the full 4 of each fetchland (Wooded Foothills and Windswept Heath).

Hope I helped man, and feel free to message me if you want any more advice!

Simon

Makyran on Vaevictis the Dire, Only Permanents

5 days ago

Since you came and helped me out, I will return the favor!

Cards that could be replaced:

Acidic Slime: I personally feel Reclamation Sage just outshines the slime. For 2 more mana, all you're getting is deathtouch and the option of destroying lands, which our commander is already capable of doing himself (if needed).

Nevinyrral's Disk: I personally don't like all that much. This has a lot to do with the fact it comes in tapped, and the fact that I prefer Pernicious Deed. If you don't feel like you need this, it could very easily be replaced!

Warchief Giant: This card I would argue could be replaced. The other two are more impactful when they connect. However I realize he is a personal fav of yours, but it's a possibility ;)

Scavenging Ooze: I don't think you need both this and Deathrite Shaman.

Elixir of Immortality: I personally don't see much use for this. If you want the option of putting stuff back in your library, I would instead put in Haunted Crossroads from your maybeboard (since I assume you're intending to save creatures with it!). Also, the shuffle means you have technically lost access to them anyway, when they rightfully belong on top of our deck!

Expedition Map: I assume you have this in here to fetch Volrath's Stronghold. It otherwise doesn't have that huge of an impact! I would trade it for the bigger Ulvenwald Hydra in your maybeboard!

All artifact ramp over 4 mana: I personally would replace all of them with 2 mana signets and Fellwar Stone. That means you will rarely come into a situation where you can't cast one!

Sifter Wurm: I believe this card could be replaced as well!

Inclusions to maybeboard:

Hua Tuo, Honored Physician: He does the same thing as Haunted Crossroads just on tap.

Viscera Seer: Nice sacc and top deck filter!

Aetherworks Marvel: Since you have a little energy theme going already, this could be another fun inclusion!

Blade of Selves: What's better than myriad creatures? Having myriad on everything!! XD

Mazirek, Kraul Death Priest: I just really like the idea of this card in the deck, with us saccing opponents permanents and our own!

Greater Good: Can potentially draw an absurd ammount of cards, espcially if you include Ulvenwald Hydra.

Price of Glory: If you really hate that everyone else playing at instant/flash speed. We don't really have that many ways to interact with players on their turns anyway! :P

Aggravated Assault and Combat Celebrant: Extra combats, extra upgrades from Vaevictis Asmadi, the Dire. Can also work as a panic button when you pull out a something big for your opponent! :P

Xenagos, God of Revels: Our dragon is now a 2 turn clock!

Hope this helps making the deck even more awesome!

SteggsTheSaurus on Omnath, Locus of Mana

6 days ago

mathijsderouck on Terum -- Counters, too many counters!

1 week ago

Hi,

In my experience a scales deck is one of those decks that really neads to build up. To be able to build up you need the following:

  1. a lot of mana: Gyre Sage is a must in a scales deck, you should take out the Rattleclaw Mystic and put in the sage.
  2. a lot of time: you need some lifegain to make sure you are not dead by turn 4, afterwards you can take over. In my build this is provided by Spike Feeder
  3. a lot of cards: scales looses against discard spells, so it really helps to have some kind of draw engine. I have trouble with this point 3 also, at the moment I'm playing 2 times Mindless Automaton to get some extra draws.

I don't think you should run red, just to be able to run Slumbering Dragon, i would throw that one out if i were you. If you go for a third color, this should be either white (which would be the obvious choice) or black like i did which gives you access to Corpsejack Menace (or Winding Constrictor.

I think you also need some graveyard hate against the meta, which relies a lot on recurrance. In a scales deck this means you need Scavenging Ooze, your choice to mainboard or sideboard. I put 2 in main and 2 extra in side.

My build: Plus One (Scales)

Steelspike on Help Beating Muldrotha Stax

1 week ago

Thraximundar or, STAXimundar, with edict effects, other pain such as Kaervek the Merciless, Rain of Gore and as much annihilator and land destruction as you can cram in the deck in the Grixis colors.

As an alternative, Kresh the Bloodbraided. Same concept, just in Jund, which gives you access to Ruric Thar, the Unbowed along with Kaervec and Rain of Gore. Green also gives you access to Asceticism and Scavenging Ooze.

Silent Gravestone, Grafdigger's Cage, Arcane Lighthouse, Bojuka Bog...

Omen Machine is really good at hosing extra draw decks.

Hell, I just might build one of these decks now...

Pyruscreed on Arcades EDH Help, My First ...

1 week ago

The Professor has a good video on building a 3 color mana base; I suggest there as a starting point. As for cards,:

Generic good cards: Path to Exile and/or Swords to Plowshares are standard white removal spells. Both are cheap (mana and $ wise) and instant speed, use at least one.

Asceticism grants regeneration and hexproof, Krosan Grip for artifact/enchantment removal, or go with Acidic Slime/Bane of Progress. Scavenging Ooze is also good against graveyard shenanigans.

Cyclonic Rift is a must if you are playing blue, and a few cantrips and counterspells are useful too.

As for Arcades specific cards, consider Angelic Shield, Assault Formation, Belbe's Armor, Castle, Builder's Blessing, Stalwart Shield-Bearers, Crenellated Wall, Overgrown Battlement, and Sunscape Familiar

JoshFox on Gruul Moon

2 weeks ago

In an effort to fight combo the deck needs more instants in the side. For next time I’m going to try -1 Ancient Grudge, -3 Anger of the Gods, +2 Abrade, and +2 Volcanic Fallout. This adds 4 removal spells for the creature combo enablers. Another option I’m considering is -1 Scavenging Ooze +1 Surgical Extraction to give us some instant speed GY hate.

Cereal_Killer on

2 weeks ago

As for the land part, I'd add 4x Cavern of Souls, 4x Verdant Catacombs and 1x Swamp. I'd also bring Overgrown Tomb from 2 to 4 copies. Maybe you could cut Blooming Marsh since you won't need that due to the fetches, the shocklands and the caverns. I'd also cut Pendelhaven since your elfs will get bigger thanks to the other elfs in the deck.
As for the sideboard, I'd add Abrupt Decay and Beast Within. I'd cut Fracturing Gust and Scavenging Ooze (if you want more graveyard hate just add more Relic of Progenitus). Not sure why Damping Sphere would be so useful here, since you are basically ramping all elfs as fast as you can and with the sphere you'll need to pay more for every elf casted before that turn

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