Acidic Slime

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.

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Want (5) andimtg , OmegaTitan , Newersni , BigBanditBoi , Arnester

Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
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

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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%

Acidic Slime Discussion

Azeworai on Undying gift of Nel Toth

1 week ago

Alright. I am not too fond of graveyard strategies myself, though I have tinkered vehemently with Alesha, Muldrotha Adun Oakenshield, so I'll see where that gets me.

I see a strong value engine in the command zone, but far too much late-game in the ninety-nine. I would highly recommend cutting much of the seven drops, lest the deck be too slow betime on, thusly being trampled.

Furthermore, the deck needs more sacrifice outlets. With many death triggers comes a dire need to control when they go off, thence you should probably have at least seven.

Ideally, the gameplan is turn one or two ramp and cheap creature, then turn three Meren to return it to your hand.

Now, onto my suggestions.

Upon what I would ablate:

  1. Korozda Guildmage is too slow. Four mana to sacrifice something is awful.

  2. Overseer of the Damned is the same. Seven mana to kill something with a menial deathrattle.

  3. terrastodon is eight mana. I have a deck with seventeen cards of ramp and it's still too much.

  4. Endrek Sahr, Master Breeder may be an exquisitely perfidious character within the lore, hereon he is rather slow. Egregious stats and only lives so long.

  5. I've never quite understood the draw to Yavimaya Elder. Three mana, then requires extra work to find two basics to the hand, whereat even further toiling is required to draw the card. I never liked it, but I suppose.

  6. Phyrexian Rager is too slow, no matter how mad it gets.

  7. Deathsprout is cute, but four mana to remove something whiles providing no value by being a creature.

  8. Acidic Slime has always seemed lacking to me. You have Sage and Caterpillar to foredo artifacts or enchantments. A five-mana 2/2 seems lacking.

  9. Sever the Bloodline is a four mana sorcery to kill one thing. If someone plays Kiki-Jiki or Mr. Gitaxias, whereupon their effects are immediate, this won't solve anything. Sure it flashbacks for seven mana, but the additional upside of the card isn't worth it in a singleton format.

  10. Aid from the Cowl is a card I have tested withal. It's effect is slow, capricious, and ineffective. When it does work, it's five mana to maybe get something off of the top. I don't like it.

  11. Diabolic Tutor and Final Parting are five mana to find one card. In a deck without infinite combos these are a lot less appealing. I'd put in cantrips instead.

  12. So, Pathbreaker Ibex and Overwhelming Stampede. Each possess much dint, but I wouldn't play multiple. Pick one, move on. (I prefer the Ibex, though I'm biased.)

  13. Thrashy is fine, but is four mana to kill something. Given the foison of similar effects the deck has, just remove it.

Okay, now unto thee I provide sacrifice outlets.

Altar of Dementia is literally perfect for a deck like this. Mill and death, all in one! Viscera Seer is a classic, Carrion Feeder can become massive, Goat Thing comes back by itself and offers caprine fodder, Yawgmoth, Thran Physician is oft the best card in my aristocrats deck though is expensive, and High Market or Phyrexian Tower are always fine.

Blood Artist or Bastion of Remembrance are fine in strategies such as this.

Fauna Shaman seems absolutely great; Discard a dork, fetch a monstrosity, return aforesaid dork with Meren, celebrate.

Victimize is never lacking as it cheats out giants whilst providing sacrifice, Dread Return fills a very similar role, Eternal Witness is always great, Blood for Bones loops with the Witness, and Animate Dead is always great.

Now, cantrips: Grisly Salvage, Winding Way, Grapple with the Past, Ransack the Lab, and Once Upon a Time all filter through the deck, fill the graveyard, save for Once Upon a Time, and find lands or creatures. Furthermore, they are great with Meren, as creatures are to be disinterred.

For ramp, mana dorks are great. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, and Elves of Deep Shadow offer fodder and acceleration. The best is probably Skull Prophet. Mill, fodder, and ramp in one.

Reassembling Skeleton just seems great, Bloodghast grants much, and Bitterblossom can be sacrificed a meiny of times.

Importantly, I add some more draw. Phyrexian Arena, Underworld Connections, Liliana's Standard Bearer, Erebos, Bleak-Hearted, Dark Prophecy, Moldervine Reclamation, and Rankle, Master of Pranks do this deed.

That shall be all from me. Good luck!

Brobraam on What are your favorite underused, ...

1 week ago

Mob Rule as a mass gain controll until EoT.
Boneyard Parley as a fact or fiction for graveyatrd creatures, and puts them on the battlefield.
Brutalizer Exarch creature tutor or non-creature tucker.
Gyre Engineer if you want to go infinite with one mana untappers.
Rashmi, Eternities Crafter always is good fun.
Plasm Capture as a more expensive mana drain if you're in simic.
Manifold Insights Gets better the more opponents you have.
Acidic Slime is a well known removal spell in green.

Hav0cD3m0n on Muldrotha The Gravetide super budget

1 week ago

Terramorphic Expanse and Evolving Wilds should be in the list I think for filtering your lands.

Mythos of Brokkos seems like a good tutor with Muldrotha and have some recursion if you can't have your commander.

Seal of Primordium, Fleshbag Marauder, Merciless Executioner and Seal of Doom are really annoying as you can play them again and again.

Kaya's Ghostform is a great protection for Muldrotha.

Syr Konrad, the Grim can do a shitload of damage I think with self mill.

Acidic Slime is just great!

Selerom on Golgari Deathtouch Guide

2 weeks ago

Cool deck, I’m partial to Golgari myself and find the idea of a deathtouch deck interesting.

You might want to look at Vraska, Swarm's Eminence, the uncommon from WAR. Her passive ability is that whenever one of your creatures with deathtouch damages a player or planeswalker, it gets a +1/+1 counter. Her minus creates deathtouch assassin tokens.

Also, Acidic Slime is a deathtoucher with an ETB removal effect stapled on it. It was reprinted in C20 so it should be easy to find.

If you are looking for cards to close out the game, Overwhelming Stampede is a classic for a reason. I tend to prefer it over Overrun, though there’s no reason you can’t run both. It’s also pretty affordable and was reprinted in C19.

One last suggestion is Ohran Frostfang from Modern Horizons, which gives all your attacking creatures deathtouch and draws you a card when they damage a player. It basically makes your opponents choose between losing a creature or giving you a card every time you swing in. I think it’s better than Archetype of Finality from THB, which doesn’t give you the card draw, but might also be worth a look.

Epicurus on Keyword Soup Kathril

3 weeks ago

I can't describe how refreshing it is to see an Abzan EDH deck that doesn't include Sun Titan, Acidic Slime or the Karmic Guide + Reveillark combo. It looks like you put actual creative thought into this deck, rather than simply spewing some EDHREC copypasta. Bravo!

I would recommend the following list, obviously for different reasons for each card:

And, if you want to spend the money on it, Phyrexian Altar

As for cuts to fit any of these in, I'd start by looking at your removal spells. You have a helluva lot of that. I don't know if it's your meta, but it seems like more than you need.

Epicurus on Klothys Hates Your Lands

1 month ago

jdwork I found a compromise!

I decided that dorks were not the way to go. However, I had, and still have, over 30 spells that kill land, and that's a few more than I need. So I enacted the following revisions:

Still don't know what I can do without to include Acidic Slime, but the creature removal part of it is certainly appealing. Maybe you or someone else has a suggestion for that.

Thanks again!

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Epicurus on Klothys Hates Your Lands

1 month ago

jdwork Thank you for the comment!

Acidic Slime was the second to last card I cut from the deck to bring it down to 100. I absolutely want it in there, but I can't justify losing something else with a lower mana cost. Which leaves Feast of Worms, Frenzied Tilling, Volcanic Offering and Deus of Calamity as the only spells at 5 CMC, none of which I really want to trade out for the slime. Playtesting will decide if I'm wrong.

As for mana dorks, I also already had that thought, and your certainly in the right to mention them. By the same token, I've stared at this decklist forever, saying to myself "surely there's a way to fit a Sol Ring in here!" But I really haven't figured out how.

The deck is a slow, grinding victory sort of deck. It operates on resource denial, often at its own detriment. However, the land fetch and land recurrence keeps its own mana base alive, while the opponents have to keep rebuilding. And while it doesn't have an incredibly low curve, it also doesn't have any big-mana spells either.

So I'm torn. I feel like I have to have as much land destruction as is in there to do what it does. I don't know; which cards would you take out for dorks?

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