Experiment One

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Experiment One

Creature — Human Ooze

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One. (The next time this creature would be destroyed this turn, this creature isn't destroyed. Instead tap this, remove all damage from this, and remove this creature from combat.)

StoryArcher on Woodland's Wrath

1 week ago

Small tweak, but I'd include 4x of both Experiment One and Pelt Collector and only 2x Young Wolf, unless there is another card you like better there - maybe an extra Rancor and another Barkhide Troll, for instance.

StoryArcher on Don't Let Em Breathe (Quick)

1 week ago

Slashdance (love the name btw)

I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.

As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.

Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.

wallisface on Green White Counters

1 week ago

Some thoughts:

  • Modern decks typically can’t justify running more than 3-4 cards costing 4-mana, and often run nothing above this. You've got a whopping 11 cards costing 4-or-more mana, which feels waay too high. I'd suggest drastically lowering your curve.

  • Added to the above, you have almost nothing to do turn 1. Starting a full turn behind an opponent is usually a really, really bad position to put yourself in, so i'd really suggest having more things to do on that first turn. Ideally try to include at least 8-12 1-mana cards.

  • Not having any real interaction is a very risky play, as it means your deck has to be able to outrace everything your opponent is doing, or just lose. I don't see how you'd currently be able to survive against most aggro or combo decks, and so i'd really suggest some form of interaction in the deck - letting your opponent do what they want is almost always a bad idea.

  • Some creatures to consider including: Pelt Collector, Experiment One, Avatar of the Resolute, and Quirion Beastcaller

ndame24 on Counter Deck

1 month ago

Rebullet I have been trying to find something like cockatrice so thank you for that. I get what you’re saying about control decks. Makes complete sense. I just don’t want to stray too far from the original plan of the deck by building up massive creatures with +1/+1 counters using Kalonian Hydra and just being too powerful. Then again, if Kalonian Hydra and Exava, Rakdos Blood Witch enter early, those two cards alone would allow for massive damage early on.

420MensRightsActivist same thing I said above. I completely get what you’re saying and will definitely consider making those changes. I just don’t want to get too far away from the main focus of the deck which is to have massive creatures on the board using Kalonian Hydra’s ability. So I would be good with removing cards like Gore-House Chainwalker and Ghor-Clan Rampager but I don’t think removing Experiment One or Rakdos Cackler is a good idea cause it takes away from the main idea of the deck. But, if removing those cards makes the deck competitive in tournaments/free-to-play nights at my local store then I am strongly considering them. What cards would you suggest removing and replacing? Like what would you do to replace the lands, Corpsejack Menace and Champion of Lambholt?

lagotripha on $30 Modern Mono Green

4 months ago

If you want judge/denizen to be more reliable, you can grab some Oran-Rief, the Vastwood or lean into spells running Hall of Oracles/Inspiring Call. There are some great budget counters cards in the 1 mana slot - Experiment One, Generous Visitor, Willow Geist etc. Mutant's Prey offers light removal and Servant of the Scale/Swarm Shambler some survivability.

Other sources of cardraw exist - Brainstone is notable, as is Harmonize.

wallisface on My Selesyna

5 months ago

JordoSmith14 I've done some brewing, and this is personally what i'd suggest trying as a +1/+1 counter GW decklist. I tried keeping it as "selesnya-feeling" as possible without sacrificing power.

wallisface on My Selesyna

5 months ago

So i’m a bit confused with the direction you’re trying to take here - it feels like you’re making 3 separate decks and trying to munge them together, with elements of ramp, +1 counters, and stompy. I think you need to pick a path and stick to it without deviation.

So, my big suggestion is, to pick a clear path, and then stick to it

wallisface on Ooze tribal

7 months ago

Some thoughts:

  • As far as creatures, i’d suggest ditching Experiment One and Manaplasm. You have almost no creatures that can evolve Experiment One so its basically a vanilla 1/1, which isn’t great. Manaplasm just feels very weak for a 3cmc card.

  • You should consider adding Scavenging Ooze, as that’s probably the best Ooze in magic. A copy or two of Biogenic Ooze could also be useful for this deck.

  • Necroplasm feels incredibly dangerous to your own board state, as its very likely to kill a lot of your creatures. It also kills itself once it has 3 counters, which feels really bad. I would be very hesitant running that card.

  • Massive Might, Appetite for Brains, and Fossil Find are all terrible cards, and should probably be swapped out for anything else. Your deck is already 10 cards more than it needs to be, so i’d suggest just ditching them all to try get back to 60 cards.

Load more
Have (1) jemorel
Want (3) gh0s7walk3r , origamiguy13 , armman