Acidic Slime

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2015 (C15) Uncommon
Duel Decks: Jace vs. Vraska (DDM) Uncommon
Commander 2013 (C13) Uncommon
Magic 2013 (M13) Uncommon
2012 Core Set (M12) Uncommon
MTG: Commander (CMD) Uncommon
2011 Core Set (M11) Uncommon
2010 Core Set (M10) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Acidic Slime

Creature — Ooze

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.

Acidic Slime Discussion

Ehsteve on Lord Windgrace Sits Behind A Chasm

1 week ago

More points for discussion

I am no longer convinced that Omnath, Locus of Rage is the best fit for the deck his only real synergy in this case is when after paying his full cost (7 mana), resolving a Scapeshift , Splendid Reclamation before using a board wipe like Damnation or Blasphemous Act wherein all this time, Omnath, Locus of Rage himself is not removed. There seem to be just too many points of failure to too little reward in this case.

I believe that Avenger of Zendikar is in a slightly different boat as the plant tokens are put down as part of the resolution, and he is not reliant red mana as well as green mana to cast. The main mana accelerant in the deck is Cabal Coffers + Urborg, Tomb of Yawgmoth to try and resole a large Exsanguinate or Torment of Hailfire so colour fixing large cost spells is important. Most creatures are also based around synergies such as:

This excludes utility creatures such as Eternal Witness or Acidic Slime which are supposed to be broad stroke ways of dealing with multple situations/threats.

I think that potentially Omnath, Locus of Rage and Turntimber Sower may be the cuts to fit in Mirage Mirror and Elvish Reclaimer as more utility rather than trying divert resources into what feels like a 3-card synergy for which the deck has limited (or precious) tutors.

Other thoughts

When the deck was originally put together (from the precon) I was throwing around a whole bunch of cards and one that caught my eye was a foil copy of Reap and Sow I had lying around. Compared to Realms Uncharted and Hour of Promise it may appear underwhelming but it does have two important distinctions: the land enters untapped, and it can be a targeted land destruction spell if needed. Now specifically this could be used to destroy two lands if needed by entwining the costs and also retrieving a Wasteland or Strip Mine but I think that an unrestricted land search effect wouldn't be unwelcome. There is limited room for cuts until a bit more testing but I think that it could be a good supplemental effect. The only concern would be having an oversaturation of land search effects without payoffs.

DSquirrel on meren test build 1

2 weeks ago

Without knowing what your goal with the deck is, it is hard to give advise.

creature based land ramp is good with Meren because they can be recurred Sakura-Tribe Elder , Satyr Wayfinder , Wood Elves , Solemn Simulacrum , Yavimaya Elder .

free sac outlets are great; Ashnod's Altar , Altar of Dementia , Carrion Feeder , Phyrexian Altar , Viscera Seer .

self-mill to fill the yard; Stitcher's Supplier , Hermit Druid , Grisly Salvage .

creatures that have useful ETB or on Deathtriggers; Acidic Slime , Bane of Progress , Disciple of Bolas , Eternal Witness , Fleshbag Marauder , Golgari Findbroker , Plaguecrafter

And for a Meren deck it is hard not to suggest Spore Frog

loricatuslupus on Modern Jund Ooze

3 weeks ago

Deck link? I assume you mean Ooze Jund though?

I actually have an Ooze-centred deck (Classic Jund-er!) and while it's not super competitive I've got a few thoughts based on my own experiences. First, I'd drop Cryptbreaker : you've got no cards that benefit from being discarded, and only two that utilise the cards once they're in the graveyard. Playing on the counters theme are Corpsejack Menace and Winding Constrictor . The latter is the perfect follow-up to Bloodhall Ooze as they give it four counters a turn regardless of anything else on the field while the former is really just a win-more that will see your counters getting out of control very quickly. Neither play well with Devoted Druid but I'm not convinced you need him anyway as your mana base is pretty strong, if lacking Raging Ravine and perhaps a basic Forest or two. Speaking of, if you think you can handle the triple green you might want to think about Predator Ooze as a one or two-of. Next, are Doom Whisperer or Morselhoarder contributing meaningfully to your game plan? Considering the the theme, I would suggest replacing the higher-end gribblies with a more synergistic payoff such as Biogenic Ooze as well as including a fourth Walking Ballista . Acidic Slime is very versatile as well but probably not worth the main board, perhaps it could replace Wickerbough Elder ?

Other than its creatures, Jund's main strengths are all about being interactive. First is hand disruption, so including some discard spells is practically obligatory. Whether you want to go with any of the first turn options ( Duress et al) or the retro Blightning is up to you, but the former is probably of more value for this deck and gives it a strong opener that sets back your opponent while giving you information. On the removal front I would cut Font of Agonies because you simply don't have enough ways to repeatably pay life consistently early on and is a dead draw later. The fact that it is also an enchantment that your opponent knows you have and can play around or simply destroy once you get to three counters really puts the nail in its coffin. The truth is that Jund is spoiled for choice when it comes to destroying anything, even on a limited budget you've got access to Lightning Bolt , Putrefy and Terminate . Then if you want to upgrade you can look into Fatal Push , Abrupt Decay / Assassin's Trophy , Maelstrom Pulse and Kolaghan's Command . Vessel of Nascency also feels very sub-par and is rather mana hungry: Jund in all its flavours is about that Dat Walue and three mana for one card doesn't feel like a good deal. Especially when, again, you've no Tarmogoyf s or other things that want a graveyard stacked with different card types. Both oozes looking in that direction prefer a creature-based diet, so focus on attacking, making aggressive trades and simply blowing up any creatures your opponent brings out.

Sideboard I'll avoid commenting on unless you have a specific question because it's pretty meta-dependant, though four Pithing Needle s seems like a lot. Any card in particular giving you trouble? Anyway hope that helps, or at least gives you something to think about.

LadyZ on Savra, Queen of the Golgari Aristocrats

3 weeks ago

In my opinion every aristocrats deck should have some reliable recursion, a good addition could be Beacon of Unrest . And any green deck that runs any sort of recursion should run Acidic Slime . Both of them under a dollar but each can help your deck out

Kogarashi on Yarok and Hydras

3 weeks ago

For a rule of thumb about whether or not an ability will double due to Yarok, the Desecrated , it needs the following conditions:

  1. It must be a triggered ability, which begin with "when," "whenever," or "at." If it doesn't begin with these words, it's not a triggered ability. (The first ability of Protean Hydra doesn't use any of those three words.)

  2. The ability must be triggered by a permanent entering the battlefield.

If the effect fails to meet both conditions, Yarok will not double it.

For examples of something that Yarok would double, see Cathars' Crusade and Acidic Slime (triggered ability, and triggered by permanents entering the battlefield).

TypicalTimmy on Should Cyclonic Rift be Banned ...

1 month ago

All colors have sweepers, including Colorless , Colorless , Colorless and let's not forget Mutha Frackin' Colorless .

Heck, even GREEN has a sweeper.

I bring these up because I want it to be perfectly clear that sweepers exist in all domains. And while yes, it is true that blue does have others: Whelming Wave , Devastation Tide , Engulf the Shore & Curse of the Swine , it is equally true that in the grand scheme of things Cyclonic Rift isn't actually all that powerful; It's just really annoying and sets you back a turn or two. Here, let me explain from the perspective of a Timmy :)

  • I have 5 cards in hand, 7 creatures on the battlefield, 3 stones & 2 enchantments
  • My opponent casts Cyclonic Rift
  • My turn comes around, I draw for my turn and now have 18 cards in hand in total
  • I may now evaluate my position based on what I know
  • I can rebuild my mana base with my stones, knowing I need the mana thanks to take care of the incoming threats my opponents will be replaying
  • I can rebuild my creature base, being first to take hold
  • I can bring back out my enchantments and begin to synergize and combo off of them appropriately
  • When it comes time for my end step, I may discard cards which are not impactful, cost too much, or simply are in excess

In this situation, I am able to craft and rebuild specifically to the standards required of me. I may also choose what my hand looks like at the end of my turn. I am in complete control of my own game play.

Now, consider the following with a minor alteration:

  • I have 5 cards in hand, 7 creatures on the battlefield, 3 stones & 2 enchantments
  • My opponent casts Merciless Eviction , choosing creatures
  • I lose all of my creatures to the aether
  • On my next turn, I draw
  • 6 cards in hand
  • I play maybe one spell? Maybe two?
  • My boardstate is forever in shambles
  • I do not regain any position
  • I can not regain any of my cards
  • I have no control over what happened

Between these two, I leave on the best possible footing when hit with a Cyclonic Rift because it gives me a chance to rebuild - and here's the most important factor - IN RESPONSE to the knowledge of what everyone else has in their hand.

If my opponent played a Ravenous Chupacabra , I know full well playing my Etali, Primal Storm is probably not a smart option. If my opponent had an Acidic Slime out on the battlefield, I'm most likely not going to be playing my Argentum Armor , because why would I spend to put it into my graveyard just a turn later, knowing full well it's been causing some serious problems?

Cyclonic Rift gives you a lot of information on your opponent's because it lets you know what their hand mostly consists of, which means you can determine how those spells might affect your decisions.

TLDR - Cyclonic Rift me all you want; I'll rebuild appropriately in response to what information I now have about the other players. Don't Merciless Eviction me and give me zero chance of ever recovering.

And the same holds true, by the way, for any boardwipe if you don't have recursion built into your deck. If you don't have recursion, Wrath of God / Damnation are just as bad as Merciless Eviction because you still lose all of your creatures. This is true that they are in the graveyard and not in exile, but if your deck can't interact with your graveyard in any meaningful way (Or any way at all), they are just as far out of your reach.

Still TLDR - Returning to the hand is far better than destroying / exiling.

And yes, I do realize Cyclonic Rift sweeps opponents and not you - You are the only one left in tact.

Well, if you are making that as the argument, what about In Garruk's Wake / Plague Wind ? How come nobody complains about these?

The fact is, Cyclonic Rift isn't all that powerful unless you build around using it - and the same holds true for all cards in the game.

TLTLTLDR - Cyclonic Rift should stay. It gives blue viable and valuable interaction, protection from aggro, resets tempo, keeps games going, makes the game fun and interesting, and overall is relatively weak when compared to others that do similar things because you can recover from it easily.

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

1 month ago

Made some changes almost on a whim that ended up really tying the deck together and being a ton of fun.

I brought in Nahiri, the Harbinger for several reasons. Her card filtering is great, her removal is a fantastic mainboard inclusion (she even combos with Liquimetal Coating on tapped permanents), but her ulti brought a completely unique alternate wincon (or primary now?) that the deck desperately needed.

With the splash of white I'm also able to more comfortably add Leyline of Sanctity , and I've also trimmed down the SB to be able to include some more anti-control measures with Choke . I think along with Trinisphere and my LD that Choke will be able to do some serious work.

All-in-all I lost a Blast Zone and an Acidic Slime , but a gained a lot of mainboard strength, as well as more refined sideboard in the form of Engineered Explosives now that I can make 3 colors easily.

Still trying to figure out where big Chandra should be, and if I need the playset of Nahiri or not, but otherwise I am very, very happy with this new version of the deck.

Let me know what you think!

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Acidic Slime occurrence in decks from the last year

Modern:

All decks: 0.03%

Commander / EDH:

All decks: 0.13%

Green: 0.58%

Golgari: 0.58%

GU (Simic): 0.82%

RG (Gruul): 1.39%

RUG (Temur): 2.72%

BRG (Jund): 1.48%

BUG (Sultai): 0.97%