Biogenic Ooze


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

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Mythic Rare

Combos Browse all


Biogenic Ooze

Creature — Ooze

When Biogenic Ooze enters the battlefield, create a 2/2 green Ooze creature token.

At the beginning of your end step, put a +1/+1 counter on each Ooze you control.

: Create a 2/2 green Ooze creature token.

Browse Alters

Biogenic Ooze Discussion

Harogi on Simic is Cool

1 week ago

Firstly, thanks for the comment Kjartan, I really appreciate the feedback, after a little play testing, i think swapping out Gyre Engineer for some Llanowar Elves would be a great idea, sadly Birds of Paradise is a little out of my price range. Our play group is a little more casual than most so I tend to avoid running removal but I love the idea of Ulvenwald Tracker 's synergy with Prophet of Kruphix , so I might give him a shot too. I do like the idea of a huge bomb spell, my first thought was Rite of Replication but that was a little too costly so maybe Increasing Savagery could be a nice substitute. I'm picturing a game with a 15/16 Gyre Sage sinking the mana into my Biogenic Ooze . Thanks for the help, I've got lots to consider

liljramos88 on Seven Dwarves

1 week ago

You inspired me to make this deck after play testing I would suggest Biogenic Ooze and Hydroid Krasis for some extra push. Making copies of ooze can overwhelm the opponent.

Nemaros on Mono Green Standard Turbo-Ooze

1 month ago

Hey there!

I'm not on the ooze train but I have been "grinding" Season of Jank on MTGA for a couple weeks now. The single use pump spells look okay but I opt for a more grindy approach, here's where I'm at, deck is a little out of date now but gives you the idea

I use +1/+1 counter spells to recharge Barkhide Troll and activate or ramp with Incubation Druid I realise some of this shell is rotating and am in the process of rotating to Gruul, picking up Paradise Druid , Domri's Ambush & Assure / Assemble , them Wild Cards are pesky though :P

I do like the idea of Biogenic Ooze though, somehow overlooked that one when looking at threats to ramp for

loricatuslupus on Modern Jund Ooze

1 month 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.

TypicalTimmy on Simic nexus win-con?

2 months ago

It's not the deck that wins; It's the sideboard.

You use your round to stall out, figure out what their deck does, bide your time and take the loss.

Since your opponent won, they will be less likely to swap in a Sideboard. Since they aren't doing that, you swap in your full force of Carnage Tyrant , Biogenic Ooze and other giant threats with more counter spells in place of your draw spells.

With your opponent unable to stop your onslaught of giant and difficult to remove creatures, you win the second round.

Now you are playing a finely tuned deck against their deck and they have to make the tough decision on which cards from their Sideboard to use. Keep in mind, you have a deck full of counter spells now; Whatever they throw at you, you throw back.

Kichirou on Slime-ageddon

2 months ago


so far, i just play with friends, but yeah, i am aware of the odd mana curve, but that is actually kinda intentional. this deck sort-of relies on drawing two cards. Nissa, Who Shakes the World for both her static ability of doubling your mana, and her -8 ability of playing all your lands from your deck (doubles my mana from 20, to 40) i use Ugin, Biogenic Ooze , and Nissa in MtG Arena... ugin+nissa give me the option of dropping up to a 40/40, and Biogenic+Nissa gives me the option to spawn up to 10 2/2 Ooze tokens each turn, that then get a +1/+1 counter each end step.

Both combinations have worked fairly well for me so far. and then i included Spidersilk Armor to give my creatures Reach so they can protect Nissa.

i do agree Endless is a better card than Ugin though, but you can't really add cards you don't know exist right? lol thanks for the tips, Tyrant-Thanatos

Phule451 on Marath, Beast of Parties

3 months ago

Really neat deck. I love Biogenic Ooze with Marath. Counters and tokens on one card? Yes please!

ChrisHansonBiomancin on Plant-People Pod (M20 Std)

3 months ago

Awesome deck man, +1. I recently got back into Magic, and Vannifar also stood out to me as one of the main cards I wanted to brew around, so I've built 2 different BUG archetypes with her as a key cog. Since you've been brewing with Vannifar for a while I'd be interested to hear any ideas you might have.

The first (Neoristocrats) is quite a bit different from your deck, as it's mostly Black & uses a low curve with Aristocrats-style fodder creatures like Gutterbones & Orzhov Enforcer in order to generate value while pod-ing with Vannifar & Neoform or locking down the opponent's board with Priest of Forgotten Gods .

The second (Yarok's Toolbox) is much more similar to your deck, as it's mostly a Green ramp toolbox build. As the name suggests, it's more heavily focused on ETB triggers, but it's largely the same concept with a lot of the same cards, & also has some combo-style finishes. I really like what you're doing with the infinite turns combo tho, so I might have to think about working that in. Right now I'm using Gruesome Scourger +Yarok & End-Raze Forerunners as my big insta-win bombs.

Anyways, if I could give some tips for your deck, in general I have always found that "building around a card" works much more consistently if there are another 4-8 cards that can also synergize well with the cards that are designed to work with the featured card; there is only a ~40% chance that you will see a given 4-of in your opening hand, versus ~65% if you have 8 cards for a similar role. If you think about it in terms of a 3-game series, that's almost one extra game on average per series that you'll have what you need.

IMHO this is doubly true for Vannifar since she has to survive a turn on the battlefield to be used & is vulnerable to removal, so any strategy involving her needs some backup plans. For a Green ramp deck like this, I think the best pairing is Finale of Devastation , giving you much better odds of being able to utilize your toolbox when you need it, and making an immediate one-time impact in contrast to Vannifar's slower but repeatable ability. It also would give you the ability to get Vannifar or a non-CMC-friendly combo piece if you want to set up the infinite turns win.

Some other nice pod-ing options from my deck that you might consider are Plaguecrafter , Plague Mare , Exclusion Mage , Biogenic Ooze , Tishana, Voice of Thunder , and Dream Eater .

Best of luck with the deck!

Load more

Biogenic Ooze occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%


All decks: 0.18%