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Format | Legality |
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Vintage | Legal |
Ochre Jelly
Creature — Ooze
Eilel on Selvala, Heart of the Wilds
21 hours ago
RAMP:
Quirion Ranger (commander untap)
Scryb Ranger (commander untap + flying en prod blue)
Awaken the Woods (mana sink)
Archdruid's Charm (ook removal)
Goreclaw, Terror of Qal Sisma (ook trample enabler)
Nyx Lotus (late game super ramp wss)
Lands:
Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)
Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)
Card draw / advantage
Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)
Garruk's Uprising (ook trample enabler)
Battle Mammoth (creature en soort ward voor alle creatures)
Disciple of Freyalise Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)
Regal Force (creature)
Tutor
Finale of Devastation (ook haste enabler)
Recursion / Graveyard
Bala Ged Recovery Flip (ook een land)
Long Rest (kan elk type kaart terug pakken, mass recursion)
Enablers
Concordant Crossroads (haste)
Surrak and Goreclaw (trample + haste)
Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)
Ulvenwald Oddity Flip (Trample + haste en +1/+1 enabler als die geflipt is)
Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)
Removal
Scavenging Ooze (graveyard)
Rampaging Yao Guai (ook mana sink)
Beast Within (raakt practish alles)
Terastodon (super goed)
Khalni Ambush Flip (fight spell die je als land kan spelen)
Bridgeworks Battle Flip (fight spell die je ook als land kan spelen)
Protection
Tyvar's Stand (of een mana sink)
Lightning Greaves (haste voor je commander met 0 equip)
wincons
Goldvein Hydra (mana sink en eventueel super late game extra ramp)
Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)
Silverback Elder (removal / card draw / lifegain)
Alternative wincons
Triumph of the Hordes (als je een teringlijer wilt zijn)
Helnas on Omnath locus of mana (opinions needed)
1 year ago
i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.
id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.
For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker
For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn
for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds
For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath
some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).
non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures
Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck
Apollo_Paladin on Steroids Taste Good
2 years ago
Nice build!
This reminds me of a Green/White deck which I built specifically to run off of +1/+1 counter generation.
I myself went with Hardened Scales as a primary 1-drop & I think it could fit well with your build, as I also use Luminarch Aspirant as a means of building things up.
My method was to use Hardened Scales as a first-turn drop (sometimes even second turn drop, since I run 4 of them) as well as 4x Conclave Mentor, and then play creatures which come in with counters already (See: Servant of the Scale, Barkhide Troll, Ochre Jelly, Mikaeus, the Lunarch).
Few other thoughts:
- Hydra's Growth can make for a nice finisher in any +1/+1 counter-based deck
- Snakeskin Veil is a better alternative to your Arbor Armament since it can protect a creature with many counters already on it
- Basri's Solidarity combo's amazingly well with Hardened Scales and Conclave mentor, and overall is more powerful than some of the other Sorceries that you're currently running.
- Incubation Druid provides silly amounts of mana early-on provided you can get a counter on him (easy combo for mana ramp)
- Charge Through is a nice workaround for decks which have many blockers, as without Trample, even the strongest creature can still be blocked. This fires at Instant-speed as well, so it can be used as a finisher against an opponent hoping to block a large creature with a weenie blocker.
Regulus_Rising on That Time You Got Reincarnated as an Ooze
2 years ago
duchessCretina that's valid, I've added it to the main board in substitution of Ochre Jelly. I'll pay test a couple of times this week and let you know what I think!
lagotripha on Abzan +1/+1 Counters OFFICAL
2 years ago
Hardened Scales alongside constrictor is an incredible engine, with corpesjack menace as a powerful endgame.
The problem with making a list built around them better is that too many good +1+1 counter cards have been printed. Getting a good mix that matches your metagame is tricky when there are so many options, and figuring out what support they need - trample or removal, or graveyard exiling or hand disruption gets quite long-winded.
I'd start by looking at low CMC 1 or 2 - Experiment One & Pelt Collector have been very strong in this kind of list.
In general, I'd look for cards that use counters to track something else - your Ochre Jellys, or things that put +1+1 counters for things you are already doing - like if you ran Willow Geist and Scavenging Ooze.
Thats before considering how to maximise cards like Oath of Ajani or keywords like Proliferate - it might be worth playing some cards that have nothing to do with counters if they suit everything else well enough - life and tokens from Timely Reinforcements can matter a lot in some setups.
If you want somewhere to focus, getting lands sorted is the best place. A good 3 color mana base is expensive and takes some tuning, Lands like Vastwood Fortification Flip or the various +1+1 counter options take up space and fixing mana and keeping space for them can be tricky.
PlanetBob on Eat. Sleep. Slime. Repeat.
2 years ago
Those are some good suggestions and my group does play Planechase and Archenemy regularly to spice things up, they can be great fun. I've debated making this into a Commander deck because my group likes it allot and I only have two decks for it. But I'm not a huge fan of the format myself which is where the black and golgari colored maybes came from, So I don't think I'll ever pull that trigger.
Predator Ooze is in because it usually lasts until mid game and works as a really good early game shield (plus it's one of my cards because of the art work) but I agree about the other smaller ones. I think I agree with your assessment of Aeve, Progenitor Ooze and swapping it for another Consuming Blob would probably be the best move. Parallel Lives does allot of good work for this deck, especially with Ochre Jelly. Even more so if I slot in a Biogenic Ooze.
The rest are some real food for thought and I'll be considering them if I ever decide to do a shake up this old deck. As an aside I've also considered discussing using proxies with my group because there are some cards I'd love to try out but definitely can't afford, such as Gaea's Cradle, Cavern of Souls and Vampiric Tutor. I was looking at some from Taurus Proxies but they're currently taking a break of some sort.
Abzkaban on Ghave That Bitch an Infinite Combo [Primer]
3 years ago
It’s been a busy couple of months, so I apologize for completely missing your comment!
The main downside of Primal Vigor is that it affects opponents as well. When I first built the deck I wanted to stay away from aiding my opponents in any way. You do have a point, though, that it isn’t a nonbo with persist like Doubling Season. Ultimately it’s your call. At this point I feel like the advantage primal gives out opponents doesn’t outweigh the potential nonbo with persist and it could be swapped out, but I think it’s negligible. I’ve almost never had an issue with being stuck with DS and a persist creature. I’d say use whichever you feel is best.
Ochre Jelly is…awkward? I think I’d spend more mana than I want for a counter source with diminishing returns. You could play around with it and see how it does.
Glad you liked the list! Hope Ghave has done well for you!
Phule451 on Ooze Tribal
3 years ago
Ochre Jelly seems like a must in this deck. You seem light on both ramp and card draw. Bounty of the Luxa can help you with both of those. I’d also toss in a few mana rocks, at least the basics like Sol Ring Arcane Signet ans Simic Signet. Plasm Capture can also foil your foes’ plans but help you cast a chunky ooze. Speaking of basics, Command Tower is a cheap untapped duel land.