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[Primer] Slimefoot and Squee's Corpse Catapult

Commander / EDH BRG (Jund) Mill Reanimator

Dumannios


Slimefoot and squee - Corpse Catapult

This type of deck is something that I've been wanting to build ever since I got my hands on an Amonkhet Invocation of Lord of Extinction.

Just the idea of flinging a giant beefy creature in my opponents face seemed like a fun little gimmick. I tried building Jarad, Golgari Lich Lord and Ziatora, the Incinerator before this, but neither of those really worked out the way that I wanted. The reanimation value that Slimefoot and Squee bring is exactly the engine that was needed in the command zone to get this deck to work. And on top of that it does so much more! The deck has so many different ways to finish the game, it honestly surprised me a little.

The main goal of this deck is to get as many cards into the graveyard as possible and then reanimate creatures that have a payoff for having many cards/creatures in there.

But before I talk further about how this deck can finish the game, let's get into how the deck works!

Honestly, it's hard to gauge this one. I love building high powered 'jank' decks. By which I mean I love thinking of a dumb strategy and then making them as strong as possible so that they can actually work. This makes the decks wildly inconsistent in how they preform though. And cards like Dockside Extortionist and Hermit Druid might just warp how the entire game goes.

I don't believe in giving decks a score on a scale of 10. Rather than just flat out giving your group a number (Because everyone's deck is a 7 anyway...) while discussing which decks to play, mention this:

  • The deck runs a few creature tutors.

  • The deck runs powerful cards that can get out of hand quick if not dealt with. Most notably Hermit Druid, Altar of Dementia, Sneak Attack and Terror of the Peaks.

  • The earliest the deck has won so far without going infinite is turn 6 with a 'god hand' and nobody interacting with anything.

  • The deck runs a fair bit of recurrable interaction.

That said. I would not recommend playing this deck agains precons as they likely run too little interaction to deal with anything. Even against upgraded precons it often feels like a stretch, but in some cases the deck might need some time to get going and it might be an alright experience (this is where the inconsistency sadly is a bit annoying). Best to discuss this with the table if it's okay for everyone.

Like most decks with green, there's a package of ramp included in the deck, however it is rather small as it's not really intended to hard cast the creatures. Nature's Lore,Farseek and Three Visits especially are excellent color fixes as they will fetch shock lands or Ziatora's Proving Ground.

Skull Prophet is also a great mana dork to get a hold of early as it will either accellerate the deck or it will start filling up the graveyard for us.

Outside of the ramp, there's a few early game pieces that if you can get your hands on them, will accellerate your game plans drastically.

  • Hermit Druid - I mean... I don't think this card needs an introduction for most necromancers among us. But this card is just absolutely insane. There's 5 Basic lands in the entire deck, so this card will just straight up mill 20 - 30 cards if it doesn't get taken care of. And even then, unless it gets exiled, it can just get reanimated.

  • Altar of Dementia - This card just does everyhing you want in this deck. It gives you a sacrifice outlet for your commander, it mills cards, it's on curve right before you cast your commander. Landing this turn 2 will probably mean you're in for a good start!

  • Fauna Shaman - Excellent card to get bigger creatures that are stuck in your hand into the graveyard and tutor for whatever you need. Be it another discard, mill or sacrifice outlet on a creature.

  • Phyrexian Tower - Sacrifice outlet to get slimefoot in the graveyard AND pays for the cost of his reanimate ability.

There's two sections here. Obviously, milling is the main way to go to get reanimation targets into the graveyard and also the main strategy of this deck. But often there will be high costed creatures stuck in your hand, so there's some ways in the deck to deal with those as well.

  • Altar of Dementia - I'll quickly mention this card again, since it's such a powerhouse in the deck all the way from early to late game.

  • Hermit Druid - Again, this card brings insane value and must be stopped at all cost or you will be set up for the rest of the game.

  • Out of the Tombs - Better the more early you play it, but a great mill piece that ramps up the longer it stays on the board.

  • World Shaper - This card is crazy good. I never feel bad when I mill lands with other cards. If you drop this piece mid - late game you can kill it instantly to then bring back 5 - 10 lands. And on its own, also a great mill piece since people will be reluctant to block it to give you the lands it will bring back.

  • Syr Konrad, the Grim - One of my favorite cards in magic. Not only do I have a commander deck built around him, but he is in three other black decks that I own. This guy doesn't only mill, he also counts as an aristocrat effect AND will do damage as creatures hit or leave our graveyard. With this guy on the field, each time you kill slimefoot and bring him back with another creature you will deal 4 damage to all your opponents. (Slimefoot death + Slimefoot leaving the graveyard + another creature leaving the graveyard + Sacrifcing a saproling as part of the cost)

  • Golgari Grave-Troll - on this guy is great. With some discard outlets you can do this a few times to mill 6 cards.

  • Underrealm Lich - Every time you draw, you get to look at the top three cards of your library and choose the best one, and then the rest goes in the graveyard.

  • Greater Good - While technically not discard, this card just feels like card selection/mill/discard/draw all in one. So I just decided to put it here at the top of discard.

  • Sneak Attack - Again not discard but, it cheats out a creature with haste before sending it to the graveyard waiting room. Solid card to get some quick cheap value out of whatever creature is stuck in your hand. Even later in the game this card provides value with some of the payoffs in the deck.

  • Fauna Shaman - Already mentioned in 1.2. a tutor on a discard outlet. Just an excellent card.

  • Faithless Looting - Just a nice little bit of card selection. And even if gets milled, it can still be cast for the Flashback cost on it if we're desperate.

  • Chainer, Nightmare Adept - A massive package of value. Discard outlet, some backup reanimation for the cheaper creatures AND it gives haste to everything that hasn't been cast from our hand.

  • Cavalier of Flame - I've had people hate on this card and I just don't get it. Card selection, Haste if you would you need it, and the potential to blast the table if you happen to have a bunch of lands milled in your graveyard.

  • Matzalantli, the Great Door // The Core - Some early game discard outlet that can flip into a big mana land once the graveyard has been filled.

Alright, now that we've covered how to get our reanimation targets in the graveyard, the only thing left is for Slimefoot and Squee to join them.

  • Altar of Dementia - Have I mentioned this card yet? What? This is the third time? Well... It's that good!
  • Phyrexian Altar - As a bonus, you create any color of mana you want to pay for the costs of reanimating or whatever you want really.
  • Greater Good - A nice chance to get some extra fodder in the graveyard.
  • Yawgmoth, Thran Physician - This is just one of those cards that does it all. Also works as discard in a pinch, but that part is just gravy.
  • Birthing Pod - Sacrifice outlet and a conditional creature tutor. The deck has a few solid 4 mana options to tutor for.
  • Ayara, Widow of the Realm   - Deals some damage to an opponent of choice while acting as a sacrifice outlet. And on the flip side a reanimation effect as well.

Slimefoot and Squee thankfully have their built in token generation to supply us with plenty of 1/1 green Saproling creature tokens to get them back out of the graveyard. However, opponents can slow you down by getting rid of this token. So There are a couple of Saproling Generators included in the deck to ensure we will be able to use the reanimate ability.

  • Artifact Mutation - A nice cheap removal that gets some saprolings on the board. There's pretty much always an artifact to blow up somewhere.

  • Saproling Cluster - Not only a token generator, It's also a discard outlet. So far, I've not experienced a downside of opponents also being able to activate it.

  • Golgari Germination - Nice little synergy with our commander and just in general. Even if they ping the saproling, something else will die eventually.

  • Tendershoot Dryad - This card is just crazy. A saproling in every upkeep and a saproling lord on top of that. While not part of the main strategy, this card really generates some value even if we're not looking to get saprolings to reanimate with. Instead, this card can just get us some sac fodder for the altars or to get some blockers.

After all that, it's finally time to get to the part we've been setting up for. What are some of the ways we can win with this deck?

First off, there's the beaters of this deck. Most of them aren't too much on their own. Just big dumb creatures that can be chump blocked. But we will fix that!

  • Lord of Extinction - The face card of this deck, and ideally how we intend to win the game. This thing will get so insanely big, it's not uncommon for it to be a 40/40 or higher when it hits the board.

  • Sewer Nemesis - Lord of Extinction light. Only works on one player's graveyard which will most likely be your own, and gives a little bit of extra mill each time you cast something.

  • Yargle and Multani - Gnshhagghkkapphribbit!

  • Ghalta, Primal Hunger - The bestest of dinosaurs! Big, potentially cheap to cast even from hand and comes with trample built in.

  • Apex Altisaur - Removal on a beefy dinosaur body.

  • Golgari Grave-Troll - This one is a bit more conditional, but with 37 other creatures in the deck it's not that difficult to turn this little troll into a buff chonker.

There's two cards in the deck that you just want to be in the graveyard and they will provide you free value for the rest of the game. (Assuming your graveyard doesn't get exiled). Anger and Brawn These two, together with the creatures mentioned above form a deadly combination and can just take a player out in one or two shots.

Time to do what we REALLY set out here to do.

If Anger and Brawn can't get the job done together with the big boys it's time to get out the cattlepult.

  • Jarad, Golgari Lich Lord - This guy together with Lord of Extinction will... Well... cause extinction. If this combination resolves that's most likely game over for your opponents as I've not had this resolve and do less than 30 damage to each opponent so far.

  • Ziatora, the Incinerator - An excellent single target alternative to Jarad and gets you some treasures on top of it all.

  • Terror of the Peaks - Another excellent single target alternative. Just a good old single target nuke to the face upon creatures entering your battlefield.

  • Kazuul's Fury   - Fling! Or in a worst case scenario a land.

A graveyard deck without some good zombie action isn't doing it right! So here's another inclusions that work with our game plan.

  • Bladewing, Deathless Tyrant - A flying hasty creature that can drop you an instant boardstate of 2/2 zombies. This will easily make you 8 - 10 zombies, if not more. And they have menace!

I'm not much of an infinite player but there's a couple of options for infinites with a few card swaps in the deck.

Slimefoot and Squee + Sprouting Thrinax + Phyrexian Altar

Result: Infinite colored mana. Infinite ETB. Infinite LTB. Infinite death triggers. Infinite sacrifice triggers.

Requires: All permanents on the battlefield as well as a Saproling token.

Steps: Activate Phyrexian Altar twice by sacrificing Slimefoot and Squee + Sprouting Thrinax, adding two different mana in any combination of , or . When Sprouting Thrinax dies, its ability triggers, making three 1/1 Saproling creature tokens. Activate Phyrexian Altar three times by sacrificing the three Saprolings from Sprouting Thrinax, adding two mana in any combination of , or that you are still missing for the slimefoot activation and one mana in any color of your choice to float. Activate Slimefoot and Squee by paying and sacrificing a Saproling, returning it and Sprouting Thrinax to the battlefield. Resolve the Slimefoot and Squee trigger, creating a 1/1 Saproling creature token. Repeat.

Explanation below has been taken from EDHrec.

Dockside Extortionist + Slimefoot and Squee + Phyrexian Altar

Result: Infinite Treasure tokens. Infinite colored mana. Infinite ETB. Infinite LTB. Infinite death triggers. Infinite sacrifice triggers.

Requires: All permanents on the battlefield. Opponents control at least three artifacts and/or enchantments. You control at least one Saproling. available, plus either , or available.

Steps: Activate Phyrexian Altar twice by sacrificing Dockside Extortionist and Slimefoot and Squee, adding two mana in any combination of , or . Activate Slimefoot and Squee by paying and sacrificing a Saproling, returning it and Dockside Extortionist from your graveyard to the battlefield. When Dockside Extortionist and Slimefoot and Squee enter the battlefield, their abilities trigger. Resolve the Dockside Extortionist trigger, creating at least three Treasure tokens. Resolve the Slimefoot and Squee trigger, creating a 1/1 Saproling creature token. Activate two Treasures by tapping and sacrificing them, adding . Repeat.

  • Flayer of the Hatebound - An additional abuse piece for the bigger creatures. I'm still on the fence to see if I need an additional effect like this.

  • Old Gnawbone - Insanely strong card. Unfortunately it just felt like a win more card in the deck and I kept passing it over in favor of other creatures to reanimate.

  • 11/06/23 - Cut Dockside Extortionist, Added Braids, Arisen Nightmare - Dockside is an insanely busted card and an infinite combo piece. Though, without abusing it for that, it just feels like a wasted slot. My group prefers to avoid combos so I ended up cutting it in favor of Braids for some extra sac outlet and card draw.

  • 16/06/23 - Cut Trading Post, added Rise of the Witch-king - While a nice all round card in the deck, the cost of Trading Post never felt worth it to me. On top of having to pay each turn as well for one of the effects. Instead it made place for Rise of the Witch-king which is a sac outlet and reanimate for any PERMANENT in our graveyard.

  • 21/06/23 - Cut Verdant Force, Added Sprouting Thrinax - The point of this card was to be a back-up in case our little saprolings get blown up while our commander is in the graveyard. The card is just too expensive to cast from your hand if you're in need of little saps. Instead added Sprouting Thrinax which is much cheaper. The downside being that it needs to die to make the tokens.

  • 21/06/23 - Cut Ghoulcaller Gisa - Added Ayara, Widow of the Realm   - While this one seemed good on paper, it didn't do anything impressive. The card was on the slow side, and most of the time there were just better reanimation targets. Ayara will instead still bring the sac outlet value and if needed she can flip over to become a reanimator.

  • 21/06/23 - Cut Doom Whisperer - Added Vorinclex   - Doom whisperer was too slow and paying 2 life for each Surveil was a bit rough due to the little amount of lifegain in this deck. Instead, Vorinclex will secure some mana for the upcoming turns. And if it can be flipped it will provide A LOT of mill value and reanimate 2 creatures from the 10 milled cards.

  • 21/06/23 - Cut Elemental Bond - Added Palantir of Orthanc - I'm not entirely sure about this cut just yet. The scry is nice, and unless the deck is already snowballing Elemental bond only netted one and rarely two cards each turn anyway. I doubt anyone will ever choose the mill part for Palantir, but who knows...

  • 11/08/23 - Cut Key to the City - Added Matzalantli, the Great Door // The Core - I still very much like key to the city, but I rarely used the "can't be blocked" part of the card. On top of that, to draw the card, you had to pay each turn. Matzalantli, the Great Door doesn't make you wait a turn for your extra card, and despite costing one mana more than Key to the City, doesn't require additional mana afterwards.

  • 11/08/23 - Cut Sprouting Thrinax - Bane of Progress is back in. It's more of a meta pick though. Enchantress decks have gained a lot of popularity in my playgroup and it often comes to a point where all enchantment have Hexproof and no-one can do anything about it anymore so I wanted at least some sort of answer to that included in the deck.

  • Currently, nothing of note.

So that's pretty much everything about the deck. I'm very happy with how it turned out. Initially I looked at it and it just looked like a pile of cards. Now, every time I play it I discover new ways to kill people.

A few ways I've won my games:

Big splashy plays after doing a couple of flips is what this deck does. And if that's something you enjoy, I absolutely recommend you give it a try for yourself!

If you have any questions or comments about the deck, feel free to let me know!

That's all from me for now. Thank you for reading!

  • Dumannios

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99% Casual

Competitive

Top Ranked
Date added 10 months
Last updated 5 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

54 - 0 Rares

14 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.05
Tokens Beast 3/3 G, City's Blessing, Copy Clone, Elephant 3/3 G, Saproling 1/1 G, Treasure, Zombie Knight 2/2 B
Folders Interesting decks, Future Deck Building Ideas, TTS Decks, Cool EDH Decks, edh decks to play/buy, Random Decks, A JANK SPANK, decks, Decks to play, ideas
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