THE MULCH PILE
I had fun playing with Slogurk, the Overslime back when he was in standard, so I dug him out of my closet! The goal of this deck is to sacrifice as many lands as possible, get Slogurk, the Overslime huge, and swing in with it. It's voltron without the equipment! Hulk-tron?
With Slogurk, the Overslime's bounce effect, Command Beacon, and other situational land recursion, this deck can handle almost any threat or wipe and get back into action fairly quickly. This deck is too slow to be considered CEDH, but what it lacks in speed, it makes up for in consistency and options. That's not to say you can't get off the ground fast if you have the right start, though.
LANDS: INTO THE GRAVEYARD:
Of course, because the point of this deck is to get Slogurk big, there's a ton of Land sacrifice in this deck. I included a lot of lands that can sacrifice themselves, like Misty Rainforest, Brokers Hideout, and Strip Mine. This is important because you can bring them back later to get the effect of the land again. But there are much more direct, and more importantly FASTER, ways of getting lands in the graveyard! Self mill! There are a lot of mill cards in here, the most important of which being Mirror-Mad Phantasm, Hermit Druid, and cards like Frantic Search. Scapeshift is of course an obvious pick for getting things into the graveyard.
You need to be careful with Mirror-Mad Phantasm specifically. Do not use this card if you are getting down to the last third of your deck. If you want to, you can use Perpetual Timepiece to fill your library back up before trying again, but if your deck gets too thin, you're playing with fire. When played well, though, this card can pump up Slogurk, the Overslime EXTREMELY FAST!
I've often found that I actually run out of basic lands to play. If this happens, you can use Perpetual Timepiece to get all those basics back into the library, as well as any other cards you don't want in your graveyard. Best part is, you can do this as many times as you want with Buried Ruin! As long as you have out any card like Crucible of Worlds (there are a few in here), you should be fine!
LANDS: INTO TO BATTLEFIELD:
Getting lands into the battlefield is almost as important as getting them into the graveyard! Playing utility lands like Glacial Chasm, Strip Mine, Command Beacon, and Buried Ruin are great one time; but imagine if you could play them as many times as you want! Multiple times a turn! So of course Conduit of Worlds, Erinis, Gloom Stalker, Ramunap Excavator, and Crucible of Worlds are in here to help facilitate that. This in combination with cards that help you play multiple lands a turn like Azusa, Lost but Seeking, Oracle of Mul Daya, and Exploration, all help you play and sac up to 8 lands in a single turn, without any additional help. Of course we also have cards that benefit from you playing those lands, like Scute Swarm, Tatyova, Benthic Druid, and Evolution Sage.
You can also use your commander to fill your hand with lands in a pinch! Although I put enough lands in here, that that situation would be extremely rare.
I used to have more Landfall cards in this deck, but I found that they took away from the utility of the land cards, and were not as fast as when you churn through the deck with other cards.
+1/+1 COUNTERS:
Hoenstly, this type of card might be the most useful in getting your commander ready to swing for lethal. Without cards like Doubling Season, Hadana's Climb
, Ozolith, the Shattered Spire, and Roaring Earth, sacrificing 4 lands per turn would only get you 4 +1/+1 counters. With them, you can easily pump up 32 counters in one turn!
Supporting cards like Evolution Sage, Forgotten Ancient, and Tempt with Discovery are here to speed along the process. Just make sure you play The Ozolith so you can keep them if you need to bounce your commander back to hand!
WINCONS:
As I said before, the main win condition here is swinging in with Slogurk, the Overslime, but there are a few other win-cons as well! Crashing Drawbridge is a great enabler for all wincons. When using The Ozolith to give counters back to a freshly cast Slogurk, the Overslime, you can swing in for the kill immediately. It also enables you to win instantly with Scute Swarm and Ayula's Influence. These are pretty much the only major wincons in the deck, but with how survivable the commander is, this shouldn't be an issue.
INFINITE COMBOS:
Slogurk, the Overslime + Aluren + Arwen, Weaver of Hope + The Ozolith
Slogurk, the Overslime + Aluren + Ayula's Influence
LAND SPOTLIGHT:
Argoth, Sanctum of Nature
: Get some mill and some blockers, plus combine with another great card!
Urza's Saga: A classic! Get some important artifact AND make some construct blockers!
Strip Mine: YOU'RE THE LAND DECK! Get those other lands OUT OF HERE!
Buried Ruin: Honestly the only reason this list works without decking yourself half way through the game. This and Perpetual Timepiece are a WORKHORSE in this deck.
Glacial Chasm: Has saved my ass more than once. In a game where you are getting focused down, this can single-handedly let you weather the spells until you can make a come-back.
Scorched Ruins: This land and the others like it (Lotus Field and Lotus Vale) are weird and amazing. I can't imagine them working in any other deck. Remember if you play Lotus Field, you can tap the lands you sacrifice first for floating mana.
You can definitely make this deck more or less powerful with some additions, but this does what I want it to do. Churn the deck to mulch while playing cards and swinging with a big ooze! I usually don't play with infinite combos, but these are convoluted enough that it doesn't bother my group.
Maybeboard cards are newer cards that I haven't managed to sneak into the deck yet.