Toxrill, the Corrosive
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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Toxrill, the Corrosive

Legendary Creature — Slug Horror

At the beginning of each end step, put a slime counter on each creature you don't control.

Creatures you don't control get -1/-1 for each slime counter on them.

Whenever a creature you don't control with a slime counter on it dies (is put into the graveyard from the battlefield, tokens are put into the graveyard before they cease to exist), create a 1/1 black slug creature token.

, Sacrifice a Slug: Draw a card.

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jawz on GBr Rigging Alara

3 months ago

I'm having a lot more fun with this deck than I thought I would. Super janky though. Far too helpless in the first couple turns. But if it hits on turn 4 or 5 it's got real juice.

Tinkered with it a bit. Virtue of Persistence and Toxrill, the Corrosive feel a bit disappointing when I hit them from an Etali or a Rigging. They're weak as control cards too so I felt like swapping in Chaotic Transformation that is also a weak control card but is better at using the underwhelming Insect or Blood tokens from Old Rutstein (and hitting a Portal to Phyrexia from transforming a blood token is a much better control payoff than Toxrill). I almost want two Transformations in the deck but I have a nagging feeling that Gix's Command is important and I don't want to cut one of the other permanents for it.

Liliana of the Veil feels a bit better as a control card. Usually I don't want to discard a card unless I have a Portal in play, but if I have the option of transforming Lili into a Nissa later I can stomach passing without using her abilities for a while if I don't want the discard.

I'm also testing out one Anzrag, the Quake-Mole. It also enables the Rigging trigger on cheap mana, and it's a unique angle of threat that can get bonus Rigging tokens enabled. Olivia, Crimson Bride likes Anzrag too. Atraxa loves getting extra attacks. But even with all that if it's stuck on its own it doesn't have an ability that gets you unstuck like a Sheoldred or a Bramble Familiar or even a Shakedown Heavy can. Could easily be not good enough. The caves work really well. Playing the Invasion of Alara  Flip or hard casting the Atraxa is a bit hard but still consistent if you plan out your land plays carefully. Swapped out a couple Promising Vein for the Volatile Fault as the treasures are better for the deck than the basic land, and the extra ability to kill an opponent's man land is something that the deck might as well have as an option.

But overall this deck just wants to pull off a big Rigging play and then bully the opponent from there as hard as it can. If you need more than spot control to own the combats might as well concede.

rravvenn on Hapatra Queen of negative counters

3 months ago

Why isn’t Toxrill, the Corrosive in this deck?

UltimateRoxas40 on Horrors and Nightmares

1 year ago

Looks fun! I've got a similar Dimir Horror/Mill deck, though mine is helmed by Captain N'ghathrod. I'm thinking about how to include Umbris, Fear Manifest in my own deck currently, since he has some fun effects and great flavor.

And you can actually substitute Everflowing Chalice in place of Mana Crypt for that infinite colorless mana combo, which you've already got in your deck. Just tap Sol Ring for , cast the Chalice for , then bounce the Ring, then cast it for , bounce the Chalice, etc, netting you colorless mana each time. No Mana Crypt required haha.

And he is a little pricey, but Toxrill, the Corrosive is a great finisher in these kinds of decks, and has a powerful synergy with Sludge Monster. With both on the field, you can turn all your opponent's non-Horror creatures into 2/2 (effectively 1/1's after the Slime counter's -1/-1 effect happens). You can effectively soft-lock your opponent's board, as very few of their creatures will stick around long enough to be impactful.

Icaruskid on The Wizard of Ooze | The Mimeoplasm [Powered]

1 year ago

Yeah Dangerwillrobinson79, it has great replay value because you end up mixing and matching different Frankenstein combinations with The Mimeoplasm, you can win through big bruisers that you keep reanimating, or even steal games with Sidisi, Brood Tyrant after a Hermit Druid activation. There are other toolbox modes too like getting Glen Elendra Archmage out once The Mimeoplasm is on board to keep protection live, or using Stormtide Leviathan and/or Toxrill, the Corrosive to control the board. It's always different and never feels unfair so it's a ton of fun for me.

seshiro_of_the_orochi on Count Vascula's Spooktacular EDH

1 year ago

This looks awesome, great job on the flavour side.

Considering the importance of Maskwood Nexus, how about adding Beacon of Unrest as a way to recurr it.

Bolas's Citadel definitely looks like the citadel from the end of Ghostbusters. Halloween-y enough?

Toxrill, the Corrosive would be a powerful and creepy addition, while being kinda ridiculous with your commander and Nexus.

DawnsRayofLight on Muldrotha reanimator 2.0

1 year ago

It's expensive, but Jeweled Lotus is amazing in Muldrotha. You can fetch it with Urza's Saga and recur it.

Speaking of Sagas, they're amazing in muldrotha, I run The Cruelty of Gix, Binding the Old Gods, The Phasing of Zhalfir, Phyrexian Scriptures, and I am testing out The War in Heaven. Those probably would work better than Oblivion Stone.

38 lands is a bit high, you can probably get away with 34-35, even 33 if you're willing to invest in Mana Crypt and Mana Vault.

In my hands, Muldrotha has been running better as a combo cEDH list. I have tried to build it other ways and it was honestly either too slow or too samey to my Zegana and Miirym lists. I think combo would work better, Muldrotha loves self mill and that can act as a sort of turbo way to draw through your deck.

If you're wanting to stick to ramp, you're going to need to speed it up

A good ramp package I use in U/G and U/G/X lists, tweaked for Muldrotha:

1 drop: 1-3

Sol Ring

sometimes Birds of Paradise and other related mana guys

for Muldrotha: Expedition Map and Wayfarer's Bauble will do wonders

2 drop: ~6

Arcane Signet

Bloom Tender: I play this in almost every 3+ color list

Farseek

Three Visits

Nature's Lore

Muldrotha Specific: Sakura-Tribe Elder, Skull Prophet, Rootcoil Creeper

3 drop: 1-2

Uro, Titan of Nature's Wrath: hilarious to recur every turn

Cultivate, Harrow, Springbloom Druid are all good too

You will also want some more heavier hitters up top, generally, in ramp heavy decks I will run anywhere from 8 to 15 (depending on how well I ramp). I want to be able to have a big finisher and keep them going in Ramp lists (you can see these 2 to see what I mean: Nature's Revenge (not recognized by brackets for some reason) and Baby Dwagon Ehhhhhh?, both are very powerful and keep the pressure up, I rarely have an issue with either too many big guys and not enough ramp.

Sire of Stagnation

Toxrill, the Corrosive

Koma, Cosmos Serpent

I've been loving the ancient dragons

The other Jin-Gitaxias is also pretty potent

Here is my list if it helps give any ideas to help yours: The Circle of Life

Note:

Massacre Girl= Primaris Eliminator

Noxious Gearhulk= Necron Deathmark

The Eldest Reborn = The War in Heaven

I don't think I have put the combos down in the description yet but I can explain them if you want to know. Hope this helps!

indiefan on Planeswalkers Perfected

2 years ago

Fwiw, while Lae'zel, Vlaakith's Champion misses out on Astral Cornucopia, unlike Pir, Imaginative Rascal it sounds like it avoids accidental anti-synergy with opponents cards like Yawgmoth, Thran Physician, Toxrill, the Corrosive, Black Sun's Zenith, etc.

trippy_mcfly on Cumly Cube

2 years ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

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