Creature — Ooze
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this and you gain 1 life.
|Have (5)||Auriel , Morpho-peleides , , orzhov_is_relatively_okay819 , gildan_bladeborn|
|Want (4)||Aizakku , Devilspawn421 , RedWinterHero , Dralnah|
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Scavenging Ooze Discussion
5 days ago
Regarding your update
Cemetery Prowler - Is it's primary purpose GY hate, early blocker, ramp? I feel GY hate is what you were going for. Why not add a Soul-Guide Lantern in it's place or even a Scavenging Ooze. This way you are reactive rather than reliant on attack. Something to consider regarding creature count and pump draw spells. But personally, I feel you are light on beaters. I know your deck is a big more aggressive so perhaps thats just how it plays. I think Kogla, the Titan Ape in your maybeboard would be helpful. Synergy with eternal witness, provides creature and artifact/enchantment removal. Unlike bane of progress, won't remove your land enchantments
Budget per card? - I added mana crypt to Xenagos and went ham depending on how much of a threat I was viewed as. If not crypt then perhaps Mana Vault might be worth considering in place of time of need? Unless you are actively trying to assemble creature based infinite combat rather than passively drawing into them, ramp might be a higher priority for T2 Xenagos. Having additional ramp redundancy for Xenagos is nice. The untap cost is steep, but depending on your opening hand. or if you just need a little more juice for a draw spell, or to cast your hand after a wheel, it could be useful.
6 days ago
Drestlin - Sounds solid to me. It does not seem like many of the decks you are playing and running heavy reanimation or graveyard janks so losing out on Lion Sash and similar cards like Scavenging Ooze will likely only improve your chances of beating your specific opponents.
Do you like the Outlast ability? I am not a huge fan as it requires a tap of the creature to activate the ability and generally speaking, your and my deck are built to be on the offensive unless we are rebuilding. I would prefer the Training, Bolster, and Mentor abilities over Outlast personally.
I think Oran-Rief, the Vastwood has potential but playing lands that come in tapped 100% of the time will slow you down. Dropping that in exchange for something else that at least has the potential to enter not tapped is an improvement in my book. Hence why those lands are so expensive :(
I noticed you dropped to 19 lands. That seems kinda low even at your ~1.80 average CMC. On a similar but different note, I did some probabilities on how many lands I would have in opening hands and th chances of getting additional lands as I was tired of getting mana screwed...I will throw up the % for 19 lands and include the % of 21 lands in ().
- 0 Lands: 6% (4%)
- 1 Land: 22% (18%)
- 2 Lands: 33% (31%)
- 3 Lands: 25% (28%)
- 4 Lands: 11% (14%)
- 5 Lands: 2% (4%)
- 6 Lands: 0% (1%)
- 7 Lands: 0% (0%)
Subtle changes but you can see how the whole PDF shifts more to consistently having 3 lands in your opening hand for 21 compared to 19. I also did the chances of drawing 0-3 lands given how many lands were in the opening hand. In general, those odds really do not change much but the odds of not drawing a land are the greatest so that is why I want to start with at least 3 in hand. Sorry...kinda rambling!
1 week ago
Hi killer_eye, I prefer Callous Bloodmage since it's very flexible. With Hogaak, being able to get to the two creature requirement with one card is very valuable, as you might have experienced. I think it's bit of a meta call. It's possible to run both if you really need grave hate. You can snipe some key pieces with Scavenging Ooze but it does takes extra mana and I assume any graveyard players will try to kill it quick.
1 week ago
That’s a little more difficult to say. Another issue I see is that there are many 1 and 2 ofs. That’s not necessarily a bad thing if they function extremely similarly (for instance if a deck runs 1x Elvish Mystic and 1x Llanowar Elves, they’re basically the same card), but with so many different creatures at 1 copy apiece synergy is lacking.
It seems the basic strategy is to ramp into a decent amount of mana quickly and then play a bomb. I’d lean into this 100% and cut anything that doesn’t contribute toward it; cards like Thornweald Archer, Talara's Battalion, Scavenging Ooze etc don’t really add anything.
Try visualizing the different wedges of your strategy. You want the best ramp cards you can afford, the best non creature spells that synergize with your goal, and the best bombs you have to capitalize on all the mana you’re generating.
2 weeks ago
Hi! it's me again, just want to ask your opinion about Callous Bloodmage vs Scavenging Ooze as a grave hate: One-time vs Repeatable, Scavenging Ooze can grow big which matter in Hogaak deck that utilizes P/T effects but I also like Callous Bloodmage especially the ETB 1/1 Pest token which commonly occurs in my games to turbo out Hogaak.
3 weeks ago
the Panglacial Wurm seems great, since you don't even have to draw it, you'd need one or two at the most. i'll probably keep it in mind if i ever try to build this weird ramp counter deck we are discussing about now ahah
lhetrick13 what you found is what i suspected - unfortunately, cards should come next week so i won't be trying much apart from maybe very small changes - i don't want to print more proxies :D
i'll let you know as soon as i try out the new version.
or maybe i'll get around to print the few cards and will be able to try it tomorrow.
FYI, this is what i put together for next try:
Creatures - 4 Conclave Mentor - 3 Duskshell Crawler - 2 Hopeful Initiate - 2 Iron Apprentice - 2 Lion Sash - 2 Oran-Rief Ooze - 2 Savior of Ollenbock - 2 Scavenging Ooze - 4 Servant of the Scale - 3 Willow Geist
lmk if you have any comment on this one
1 month ago
Aeezzoo, Devourer of Sparks
Legendary Planeswalker - Aeezzoo
When ~ enters the battlefield, you may exile target planeswalker card in a graveyard. If you do, ~ gains all loyalty abilities of the exiled card.
As long as ~ isn't on the battlefield, it's a 3/3 Ooze Creature in addition to its other types.
+1 Exile up to one target card from a graveyard. If it was a planeswalker card, add an additional loyalty. If it was a creature card, you gain 1 life. If it was an artifact or enchantment card, you lose 1 life and draw a card.
-10 Return all permanents exiled by ~ to the battlefield under your control. Until end of turn, creatures you control have haste.
Challenge: Make a card utilizing some of the uncolored/colored hybrid mana symbols. You don't need to use them all, just at least one. In case you don't know what I'm talking about, it's these:()
1 month ago
Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.
Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.
Cards to Add:
- Shigeki, Jukai Visionary
- Courser of Kruphix
- Selvala, Heart of the Wilds
- Tireless Provisioner
- Tireless Tracker
- Oracle of Mul Daya
- Questing Beast
- Scavenging Ooze
- Elder Gargaroth
- Avenger of Zendikar
- Rampaging Ferocidon
- Hazoret the Fervent
- Harsh Mentor
- Eidolon of the Great Revel
- Ash Zealot
- Magus of the Moon
- Magus of the Wheel
- Treasure Nabber
- Generous Patron
- Runic Armasaur
Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:
- The Great Henge
- Birthing Pod
- Finale of Devastation
- Sylvan Library
- Once Upon a Time
- Greater Good
- Eldritch Evolution
- Summoner's Pact
- Escape to the Wilds
Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions