Slimefoot, the Stowaway

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Tokens

Slimefoot, the Stowaway

Legendary Creature — Fungus

Whenever a Saproling you control dies, Slimefoot, the Stowaway deals 1 damage to each opponent and you gain 1 life.

: Create a 1/1 green Saproling creature token.

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Slimefoot, the Stowaway Discussion

Orion93 on GB Fungus and Saprolings sacrifice

4 days ago

1 of each creature is going to be pretty inconsistent. It'd be good to play some turn 1 ramp like Llanowar Elves and you'll wanna see it a lot so I'd use 4 of them. Then you can focus on combo and such. So 4 Slimefoot, the Stowaway and I would think 4 Sporecrown Thallid. Then you just need token generators. You have Fungal Infection and Yavimaya Sapherd which are good. I really like 4 of Spore Swarm too. Then fill in with your finishers. Ghalta, Primal Hunger and Demon of Catastrophes are strong. Play some removal like Cast Down and hand hate like Duress. Maybe a couple cards that can help return your big finishers from the graveyard or a way to help ramp into them, Song of Freyalise is my choice in my saprolings. Does wonders with 4 creatures on the board already.

In the end, you only need 4 Tendershoot Dryad to make saprolings really work.

Good luck.

liljramos88 on Wizards hates Tokens

4 days ago

Trostani Discordant should be at two maxed you already have dryad that is a bit mana intensive. If you going for Saprolings than why no Slimefoot, the Stowaway bc the white I will also add Militia Bugler as it can feet dryad and Trostani.

Hey check out my deck Abzan Explore (GRN Standard)

Olive_pdx on Slimefoot, Aristocratic Saprolings

2 weeks ago

kdchmln Check out my Slimefoot, the Stowaway deck: Caution Slime ahead . It's a cheaper version of this deck with a friendlier curve. Works pretty well too!

Silverdrake on GW Saprolings

3 weeks ago

The hard part with tribal decks is having a reason to actually play the tribe. Right now you've got Sporecrown Thallid but that's it. You could consider Metallic Mimic or Adaptive Automaton, and if you're willing to splash into another color you should definitely spring for Slimefoot, the Stowaway and Pack's Disdain.

As for sideboard, the two general directions you can go in is planning for the decks that are good against you, or planning for the meta (the decks you expect to play against). Wrath effects and dedicated burn decks will both be a struggle for you. I'd recommend you up the number of Heroic Interventions for fighting against control since you can't recover very well from a wrath. I'd also recommend you look at some cheap lifegain or way to interact with burn. I see Congregate there, but by the time you're able to cast it burn decks will have already killed you. Timely Reinforcements is a good option, so is Blessed Alliance. Leyline of Sanctity is a great option too, but its pretty pricey. If you splash black like I suggested you could even look at a few copies of Collective Brutality. Beyond that you should expect the meta. It's very graveyard heavy right now, so I'd recommend 1-3 copies of Rest in Peace. Tron and Storm are also both present, so 1-3 copies of Damping Sphere would be a good idea as well. Artifact and enchantment destruction is always good to have access to, so 1-3 copies of either Fragmentize or Naturalize would serve you well. 1-2 copies of Pithing Needle can be nice as a catch-all, and a bit of extra removal in the form of Blessed Alliance, Journey to Nowhere, or Condemn could be nice in some games too. If you run black those could swap for Fatal Push, Collective Brutality, or Go for the Throat. With the addition of black you could also throw in some hand disruption against combo or control, things like Thoughtseize or Inquisition of Kozilek.

Whatever you choose to do, good luck!

Joe9 on Vraska and Slimefoot's Saproling Party

4 weeks ago

Helm of the Host is a great bomb for this deck! I have a very similar saproling deck with 2 Helms in it. When its on Tendershoot Dryad, your saproling army will quickly become MASSIVE! This usually guarantees you the City's Blessing, gives you more and more saps each turn, and makes each sap gigantic. Putting this on Slimefoot, the Stowaway gives the game a countdown timer. Each turn, your saps will be capable of doing more direct damage upon their death. Sporecrown Thallid and Yavimaya Sapherd are acceptable targets for the helm as well.

My deck has a Torgaar, Famine Incarnate. It's fun and pretty easy to cast, but I've debated removing it too many times. By the time I can cast it, the opponent is already close to if not below half their starting health and this creature is simply a big body.

Journey to Eternity would be a nice sideboard card against mill decks, control decks, or heavy removal decks. It would give you the ability to dig up buried cards.

multimedia on Aristocrat Elves

1 month ago

If Saps are paired with Elves in Guilds of Ravnica then I could see adding a secondary Sap theme because you're right Saps are good with sacrifice. Slimefoot, the Stowaway and Archer can be a nice team. For now however this is an Elf deck, using the sac theme as support, but the main theme is tribal Elves. Going overboard with the sac theme is not needed; it's instead a nice bonus to give Elves some reach with Archer.

Elves are Golgari in Guilds of Ravnica and we already know that the concept of the tribe is life and death. Elf art has been revealed to have fugui as part of the Elves clothing and armor. Mushroom dresses for the women Elf Shamans. These are all hints that the Fungi tribe is in Ravnica and if that's true then Saps tribe is most likely also in the set because Fungi and Saps are tribes paired together in Standard. Fungi and Saps are Golgari in Dominaria and they got no support in M19, this tells me they will get support in Ravnica.


SynergyBuild on Mushroom Hunting: Slimefoot, the Stowaway

1 month ago

Note that Yawgmoth's Will will stop Slimefoot, the Stowaway's death trigger, as the tokens never hit the yard and instead are exiled, and promptly erased from existence.

Matrixxx999 on Mushroom Hunting: Slimefoot, the Stowaway

1 month ago

Hi, SynergyBuild! Thank you for your help in explanation and for detailed description of Razaketh’s role in the deck. It is my fault that I didn’t devote enough time to a detailed description of the combo lines. One day I will find some free time for it.

Hi, mahdik! Let me thank you, for showing interest in the deck and for upvote! Honestly, most of the cards you mentioned were used in the original version of this deck, and I think they would shine in most midrange decks. First, I want to say that for now I'm trying to avoid cards that are useless outside of combos, or too slow for winning the game in the range from turn 3 to 5, as SynergyBuild quite correctly noted, this deck should win during these turns.

  1. Basalt Monolith + Rings of Brighthearth – while Monolith was not bad in tests (but still I think it is slower than most green ramp spells), Rings of Brighthearth was often a dead draw.

  2. Umbral Mantle is even more dead card outside of combo than Rings (Though I love using this card in my more midrange Rhonas deck). And It is usually requiring a numerous creature presence (at least 3 elves with Priest of Titania for example) and preferably with haste.

  3. Doubling Season, Parallel Lives, Primal Vigor, Ashnod's Altar – in original, midrange version of this deck I used Parallel Lives + Ashnod's Altar + Slimefoot, the Stowaway combo to kill the table and I found it very slow. It requires for Parallel Lives + for Altar + for Slimefoot (it is already 10 mana) + it may require you to have additional to create 1 saproling with Slimefoot if you don’t have other creature in the moment you go off. The other two enchantments are even slower.

  4. About sac outlets – as SynergyBuild is already said, most of the time, the only one needed sac outlet in this deck is Razaketh, the Foulblooded, I cut all the others for more consistency, I very rarely wanted to play Ashnod's Altar, much more often I needed a tutor, mana dork, or reanimation spell. We usually race for summoning Razaketh on turn 3 to 4 and then win, so spell with cmc 3 must be very useful for this pupose.

  5. About protection against exile effects you mentioned (Swords for example) – for now for protection I use Contamination, Cabal Therapy, Collective Brutality, and considering adding things like Hope of Ghirapur and Defense Grid. Actually Razaketh can protect itself (for example by tutoring in response things like Culling the Weak, Tragic Slip or reanimation spells). I'am considering right now using Sylvan Safekeeper, he can be used for protection even from the library at instant speed with Chord of Calling, and it can be used by Ooze from GY to protect itself. And I really like Viscera Seer you mentioned, I will try it in tests, thanks!

With Razaketh the way to victory is limited only by our imagination, that’s why it is so interesting to play with it in the deck, here is just an example of one of many lines:

  1. Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)

  2. Play Buried Alive -> Necrotic Ooze, Protean Hulk, Razaketh, the Foulblooded

  3. Play Reanimate -> Razaketh, the Foulblooded is on the field

  4. Sacrifice tapped dork - > tutor for LED, play it

  5. Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -

  6. Play Life for and reanimate Protean Hulk, crack Hulk with Raza’s ability, tutor for Shallow Grave, and drop Dryad Arbor (for free), Channeler Initiate, Devoted Druid, Apprentice Necromancer

  7. Sacrifice Channeler Initiate, Devoted Druid, Apprentice Necromancer (on the top of the pile), tutor for anything

  8. Play Shallow Grave for and reanimate Apprentice Necromancer, use the last to reanimate Necrotic Ooze with Apprentice Necromancer’s ability – win.

Anyway mahdik, I was already looking for additional protection, to add in to the deck without losing the speed and consistency, so thanks! You convinced me of this even more!

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