Gelatinous Genesis

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Gelatinous Genesis

Sorcery

Create X X/X green Ooze creature tokens.

wallisface on Help improve my deck pls

2 months ago

Two things that might help people better evaluate this:

1) what format is this for? I assume Modern??

2) make this as a deck on the site and put the link to it here. It’s a bit hard reading the list as a wall-of-text.

Just from looking at what’s there at the moment, a bunch of cards don’t seem very good/helpful - namely Nylea's Disciple (doesn’t advance your boardstate therefore doesn’t do anything), Nissa, Genesis Mage (and excessively high mana cost and basically only provides even more mana), Gelatinous Genesis (there’s just better things to be doing than this).

I’m worried you’re investing a lot of energy to maybe be cheating out some kindof-ok (but a bit meh) creatures, when you could instead just be Tooth and Nailing out an Emrakul, the Aeons Torn and Xenagos, God of Revels to win the game on the spot.

Renegadespider on Help improve my deck pls

2 months ago

https://tappedout.net/mtg-decks/genesis-surge-1/?cb=1714747746

So I'm trying to make the ulimate Genesis Deck that focuses on cheating out Creatures and producing lots of mana to activate Spawnsire, Avacyn, Angel of Hope is for boardwipe protection Archetype of Endurance is for targeting Exile protection, Nylea's Disciple is for life gain from using The One Ring for draw and all the Genesis Cards to cheat my Board state out, except Gelatinous Genesis which for an alt win con. I've managed to get everything out by turn 4 before...but it just doesn't feel fast enough, I brick way too often, by either drawing way too much mana or not drawing enough mana, any advice?

wallisface on INFINITE MANA COMBO AND CREATURE COMBO

5 months ago

Contrary to IXALAN_Crazys thoughts, having 12 pieces of interaction seems good to me, as your deck needs to assemble a lot of pieces, and as part of that you need to buy yourself a lot of time.

I also don’t think Collected Company is ideal here, your creature density is too low even if you add in a few more, and it’s more important to get the right creature to complete the combo, rather than a random smattering.

I think Eladamri's Call could be good here for finding you the pieces you need to get the combo rolling. Duskwatch Recruiter  Flip could also be very strong for both finding the combo pieces and also digging for a wincon once you have infinite mana (it can only grab creatures, so you’d want to swap out Gelatinous Genesis in place if auto-win creatures like Walking Ballista or Emrakul, the Aeons Torn).

nuperokaso on Seven Evil X's

7 months ago

CrazyDanPsycho on Zaxara, the (Hopefully) Awesome

1 year ago

AThiccNacho: Wow. I know I could make this deck better, and you have given me a -lot- of great thoughts.

I have no good defense for Seedborn Muse apart from the fact that I -REALLY- like the card. (lol) As for Boundless Realms...yeah. Again, really liked the idea of the card and thought that thinning out the land base from the deck would help me get to the good stuffs quicker. (smiles embarrassedly)

I tried to put a lot of thought into my card selections, but tended to fill certain gaps with certain cards just for the X (i.g. Wildwood Scourge and Gelatinous Genesis), that could have been more useful filled with cards that you mentioned.

As for Hydroid Krasis, I had a -really- hard time finding my only copy for a long time, but I -swear- I had proxied it into the deck until such a time as I stumbled upon it, and am frustrated to find that it is -not- in the deck...

I am definitely going to have to dig through my collection to get as many of your suggestions into their rightful spots in the deck, to make this deck shine brighter than it has. Thank you -very- much for your time and help in making Zaxara work better and more efficiently. I truly appreciate the input.

AThiccNacho on Zaxara, the (Hopefully) Awesome

1 year ago

Seedborn Muse is a very off choice in this deck since you don't have many interaction cards during opponents turn. Maybe for counter spells? but even then, it's not going to give you insane value unless you can flash out or use instants. If it's for Kruphix, I would not recommend it. Getting faster synergistic combos is way better.

Parallel Lives feels like a HUGE waste in this deck both card wise and cost wise ($40+!). Getting double hydras from your comm is great... but it doesn't have much use other than Gelatinous Genesis, which also isn't really that great tbh.

Wildwood Scourge should be cut. Garbage, no combat abilities and doesn't offer ANY utility. It's just an X. All it does it get 1 +1/+1 counter when you put ANY amount of +1/+1 counters on something else. If you drop a 10/10 hydra, it just gets 1 counter. Not good.

Kodama of the West Tree is pretty darn great and gives your modified creatures trample, which is essential for big dumb hydras as a 10/10 means nothing if there are 5 1/1 soldiers on the other side of the field.

Rampant Growth is pretty iffy because the land comes in tapped, use Nature's Lore to search for shock land and just pay 2 to have it come in untapped or you can just leave it tapped if you can't play anything else but you'll get the mana choice which is infinitely better than a basic land.

Boundless Realms - Any reason why this is in here? Does not benefit hydras nor X spells and is not either. They come in tapped, so it's mostly a completely wasted turn.

Cards like Voracious Hydra, Hydroid Krasis and Kalonian Hydra are pretty damn good in this archetype, especially kalonian.

Green Sun's Zenith can get any green creature out and is an X spell as well. I often search for Nyxbloom Ancient, Kalonian or Selvala, Heart of the Wilds.

Overall, pretty decent deck. There's some fine tuning for the dead weight, but I think it still looks pretty good!

I based my recommendations off my deck Hydra Rampage boi

Apollo_Paladin on Budget-ish legacy elves

2 years ago

I should probably also specify that my only complaint with Gelatinous Genesis in an infinite mana deck is that, without Haste, you still leave yourself vulnerable to any multitude of Boardwipe effects (which are just so common now it's silly almost) plus stuff like Legion's End, Declaration in Stone, and spells along that line as well.

The only reason Helix Pinnacle makes the cut for me despite not winning that SAME turn is that it has Shroud making it almost impossible to do anything about. This method also allows you to save any attackers for blocking until your Turn comes back around, and stops anything like Settle the Wreckage from hampering your win plans. I've found boardwipe (or specific creaturewipe) cards to be the main vulnerability with my elf build, so structuring your strategy to have "outs" for these should the need arise is what really ramped up the reliability of winning game after game for me. If your opponent can just toss 1 card from a Sideboard into their build and shut you down, then it's not reliable (at least to my standards) in most cases.

Elves have so many different ways that they can win, that it makes sense to build a deck up with multiple win conditions to provide you with options. There's just too many "good" Elf selections available for there to be one "End All - Be All" build. The best you can hope for is to include some curveballs for the deck's most common major threats.

Cheers!

Apollo_Paladin on Budget-ish legacy elves

2 years ago

Overall, I like it! Few observations:

My personal experience with Elf builds (particularly in Legacy format) is that nowadays there a SO many decent elves to choose from that no "one build" really has it all, and a deck's viability tends to depend a lot on the playgroup it's being used with.

Anymore, the "infinite combo" approach with Staff of Domination takes FAR too long to set up in my opinion (plus, artifact destruction isn't nearly as 'niche' as it used to be), and you can easily (and more quickly) win the game without it. (I actually removed the one Staff of Domination I own from my elf deck as it kept winning before it could really get moving). I can see it still being viable in, say, Commander format -- but nowadays there are SO many ways to deal with an artifact threat, that I don't feel it's anywhere NEAR as strong as it used to be (let's remember after all, 20 or so damage is all you're really looking to achieve in a lot of games). Bottom line, you're eating up 8 card slots in order to pull off an infinite combo, so unless that's your ONLY win condition (which here, it is not) I personally find it to be a waste.

So you don't think I'm just being negative, one possible thing to add which might help with this would be to swap your 4x Snakeskin Veil for 4x Tamiyo's Safekeeping. True it doesn't add a counter, but Tamiyo's Indestructible effect will: A) Protect a creature from a Boardwipe effect (which mere Hexproof won't do), and also B) Can be used to target ANY permanent, not just a creature (so, perhaps saving your Staff of Domination or Umbral Mantle from some artifact hate). This would help ensure that you are in fact getting that combo off when you happen to have the cards (no tutoring effects either makes pulling it off especially difficult game after game).

Another thing I see right off the bat is how many "tap for mana" elves you have. I don't see Umbral Mantle being valuable here except for your 'infinite combo staff maneuver'. Me personally, I favor things like Vitalize, because it'll hit everything you've got rather than just one creature, and I would also add in some form of Card Draw -- because all the mana in the world won't help you with an empty hand if your opponent has board control.

Again, if the infinite Staff combo is REALLY something you're sold on, then yeah maybe keep the Umbral Mantle, but it's such an old combo now that I find it far too easy for opponents to disrupt in one way or another. I also don't see any X-cost stuff in here (except for the Gelatinous Genesis copies, which I'd drop for something better honestly) -- X-cost stuff is really what makes the Infinite Staff combo shine in my opinion. If you're going that route you'd want Helix Pinnacle (for a next-turn win with Infinite Mana), Tribal Unity (should you want to do a big Elf Attack with all that mana, Stream of Life (if you're doing a teams game and want to heal your teammate) -- stuff like that, to really put down a power play when you finally hit infinite mana. In any case, if you end up wanting to stick with the Staff, put some more X-cost stuff in so that "infinite mana" is more than just a novelty and can essentially end the game for you.

I appreciate the vote of confidence in my elf builds, so I'll assume you've already seen my Legacy Elf build -- but here's a link again in case you want to review some more options. It's basically a deck that COULD have gone infinite mana, but didn't because it genuinely doesn't need it to win. The Card Draw just gets nuts, and I've regularly had turns where I'm playing out 4 or 5 Elves.

See my Elf Build: Tae'rin Terror (Elf Zerg) for more thoughts/suggestions along this line.

You've clearly got some seriously solid cards going on here now though, so any critique anyone can offer isn't really going to be along the lines of "This is just outright bad" and more of "This is slightly more efficient and reliable". I wish you luck, and +1 on your build!

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