Pointed Discussion

Magic: The Gathering Card Comments Archive

Gutter Grime

Multiverse ID: 234849

Gutter Grime

Comments (41)

Gabriel422
★★★★☆ (4.5/5.0) (2 votes)
I'm definitely gonna break this card. The nontoken part is very annoying, since my first thought was Mitotic Slime (which doesn't work)... but this still comboes with Reassmbling Skeleton + sac engine.
longwinded
★★★★☆ (4.8/5.0) (4 votes)
Between the Blob reference here (it really comes out on the token) and the Fly reference on Delver of Secrets/Insectile Aberration, it looks like there'll be a little B-Movie horror mixed in with the Gothic horror block.
A0602
★★★★☆ (4.9/5.0) (7 votes)
I
love
this
block
GhostRider1025
★★★☆☆ (3.8/5.0) (2 votes)
This will work well in my Fungus/Saproling deck. Nice card!
brunsbr103
★★★☆☆ (3.8/5.0) (2 votes)
this actually seems like the most fun card in the block to me... mostly because of the thought of fighting my opponent in the sewers then making this happen!

also i love tokens
kiseki
★★★★★ (5.0/5.0) (5 votes)
I love seeing all the creative wrath-protection cards in this set. They are best when they don't require you to hold mana open, and are powerful even if your opponent does not have the wrath effect in their deck.
I love that it get even scarier when you have multiple out.
DragonicSphinx
★★☆☆☆ (2.8/5.0) (2 votes)
sh1+

it kills.
Virde
☆☆☆☆☆ (0.6/5.0) (7 votes)
One word:

Naturalize
DarthParallax
★★★★☆ (4.0/5.0) (2 votes)
longwinded: don't forget Gheistcatcher's Rig!

everyone: Parallel Lives. Doubling Season. etc. etc. yes, it's completely overdone. still outrageously good times. :)
ARandomMop
★★★★☆ (4.3/5.0) (3 votes)
Best friends with Plaguemaw Beast, especially since this will get the counter BEFORE it gets proliferated from the beast! :D
roguepariah
★★★☆☆ (3.8/5.0) (2 votes)
Followed by Essence of the Wild then go to town with your small critters, or use the sac engine of your choice.
Your elf got run over?
Here, have a 6/6...
Kyzar
★★☆☆☆ (2.7/5.0) (3 votes)
Did you really wanna cast day of judgement?

didnt think so
GruesomeGoo
★★★★☆ (4.4/5.0) (15 votes)
This card is delicious, flavor-wise. Oozes are probably my favorite creature type, and I'm quite happy someone on the Wizards team seems to want to make a fun, Johnny, ooze related card in every block.
However, despite all this, I think they really flubbed the execution of this card.
First, let's discuss mana cost. 5 mana seems very reasonable for this effect, clearly this isn't meant to be a solid Constructed card, so for the kitchen table 5 mana for essentially anti-removal seems very fair. I also love the single green in the mana cost, a nice gesture.
Where this card falls is its very unfortunate drawback of your entire Ooze army being wiped out by a simple Demystify or Naturalize. I feel like this really hurts on this card's playability, and for no good reason too, considering it really doesn't make sense flavor-wise. (Destroying the source of the Blob didn't stop it...)
I guess there really isn't any other way they could have done this, as making the oozes come into play with +1/+1 counters would make proliferate fairly powerful with this card. (Which I don't think is a bad thing, considering even then it would take multiple turns of work to make a scary army, but whatever)
As is, because of this drawback it really makes it difficult to build a decent deck around this card, considering your multiple turns of hard work building up an army of goo can all be wiped out for one or two mana.
Sorry for the tangent, but it really bothers me that this drawback that makes no sense flavor-wise really destroys any chance of this card being more then a clunky card that only people unhealthily obsessed with oozes would consider building a deck around.
AncientTimer
★★★★☆ (4.2/5.0) (3 votes)
@ GruesomeGoo

Very well put. For the effect the drawback is just too harsh. This is only for draft & sealed play. Too vulnerable even for casual play. Pity that WotC didn't put more thought in this. Perhaps there will be a better version later. 1,5/5 for poor design.
silvergrove
★★★★★ (5.0/5.0) (4 votes)
For a fun combo, have 2 Heartless Summoning and a Gutter Grime. Cast a Corpse Cur which then immediately dies then you use his recursion to bring him back. Enjoy your infinite oozes with infinite power and toughness :)
jsttu
★★★★★ (5.0/5.0) (1 vote)
As i always say in response to seeing sacrifice effects, two Nether Traitors bouncing each other from the grave can do wonders.

Create X x/x ooze tokens, where x equals the number of swamps you control minus 1. This is only the first turn, since this is easily repeatable barring interference.
Villainous1
☆☆☆☆☆ (0.0/5.0)
It's... FLUBBER!
Voriki
★★★★★ (5.0/5.0) (2 votes)
Composite Golem and the Nim Deathmantle.

Infinite creatures of infinite scaling power. Oh and not to mention the infinite mana.
Faralay
☆☆☆☆☆ (0.0/5.0)
@GruesomeGoo

I have to disagree on the flavor part. Think of the enchantment as the gutter itself. How could there be Gutter Grime at all without a gutter?

As for the card itself, it costs too much, even in green. You want to put this out first and THEN have your creatures die, not the other way around. It will find a home in casual tribal and token decks, though. 2.5/5
dberry02
☆☆☆☆☆ (0.0/5.0)
Could be interesting with Parallel Lives...
Sobieski
☆☆☆☆☆ (0.0/5.0)
Uh people... I hate to spoil the party but...I know it's really flavourfull and is a intersting card with something like birthing pod but i tried it in my deck and it got to the point when i hated drawing it.I mean if it was less mana maybe it would be ok, but in reality their's just better stuff for turn five. I mean it just waste's a turn and only starts getting really good very late in the game. Also the vunerability to REMOVAL just isn't good enough
OooShiny
☆☆☆☆☆ (0.0/5.0)
in a GW Tokens deck turn 2-3 Intangible virtue as much as possible, turn 4 Parallel Lives, turn 5 this, turn 6 Requiem Angel.
Make them think twice about destroying this and creating an army of 3/3 or so spirits.
xarkos
☆☆☆☆☆ (0.0/5.0)
I think the naysayers might be missing some opportunities this presents. For instance Melira, Sylvok Outcast combined with any creature with Persist and any permanent that let's you repeatedly sacrifice creatures without any limiting costs. Since the Persist creature can be sacrificed, come back to the battlefield without it's -1/-1 counter, and be sacrificed again repeatedly the combination nets you infinite Oozes with infinite p/t. Certainly combos involving four cards are rough, and relying on an enchantment and a 2/2 creature isn't fool proof, but more often than not I suspect that deck can waylay the average player at minimum, and give a good player pause for thought.
Mr.MagicJohnson32
☆☆☆☆☆ (0.0/5.0)
So I thought this card had potential but everywhere I looked I heard it was bad. Hows about a combo with Divine Reckoning in a g/w deck. Please comment back if you see you see what I see.
The_Insaniac
☆☆☆☆☆ (0.0/5.0)
This is really good with my undying sacrifice deck. My creatures die, and either they come back or something else good happens and then Gutter Grime puts out a token. This doesn't work if you try to base your deck on it, but it's a really good support card for a sac deck.
Wasret
☆☆☆☆☆ (0.0/5.0)
I was thinking about this card and I really love it, flavor wise. But I feel like for a ooze spawning card like this perhaps it would have been better at like;
1G2-3C
Shroud
The same overall effect, except to make it more fair, add a say 3-4 mana activated ability to remove a slime counter that anyone can activate
Think of it as investing in someone to clean the gutters aha.
I love the idea of this card its just a shame how easily it can be stopped. But what I mentioned above could still easily be abused and cause a snowball effect of oozes.
Edit: Seeing how in certain decks on its own it can be very useful I'll give it a 3.5/5 but I feel like it couldn't be something that could be built upon specifically.
Jay-El
★★★★☆ (4.8/5.0) (2 votes)
Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put a green Ooze creature token onto the battlefield with "This creature's power is equal to the number of slime counters on Gutter Grime, AND ITS TOUGHNESS IS EQUAL TO THAT NUMBER PLUS ONE."


WHY WIZARDS? WHY DIDN'T YOU DO THIS?
Arachnos
☆☆☆☆☆ (0.0/5.0)
Nothing can stop the smooze!
Wormfang
☆☆☆☆☆ (0.0/5.0)
no-one's suggested parallel lives for doubing everything? Also reckon it'd be fun with any of these.
Agiron
☆☆☆☆☆ (0.0/5.0)
I've got a question:

If I manage to get two of those into play and then sacrifice a non-token-creature, both Gutter Grimes are activated, each gets a counter and to slime tokens are put into play.

For their power/toughness: do I add up the counters on all Gutter Grimes or will each Grime put his own tokens into play which count only the tokens on their mother-grime?
camb1986
☆☆☆☆☆ (0.0/5.0)
This card is a sleeper rare. Use with undying creatures and Blood Artist then proceed to use Killing Wave and watch your opponent cry as u gain massive life and he loses life and your creatures are back with a +1/+1 counter with some powerful slime reinforcements.
ThePantsAreDead
☆☆☆☆☆ (0.0/5.0)
@Agiron

The tokens only take into account the number of slime counters on the Gutter Grime that created it. This is explained in the card's ruling section.
MtG_Maniac
☆☆☆☆☆ (0.0/5.0)
I don't know guys, but the downside seems to be negated by Muraganda Petroglyphs, or any other token buffing effect with at least +1 toughness. Sure the token's P/T may be 0/0, but you still got the buff; so it survives to once again, do what tokens are designed to do.... whatever is necessary.
SecondPlaceYuya
☆☆☆☆☆ (0.0/5.0)
This card is a great addition to the Spiraling Doom event deck (which is already fantastic for a premade deck). You sac a creature almost every turn and can afford to be even more aggressive with undying creatures when you have ooze tokens everywhere.
Odinsonnah
☆☆☆☆☆ (0.0/5.0)
@Mr.MagicJohnson32

I thought the same thing, and I built a deck to try it out during FNM in a few days. I decided to try it because I haven't seen anyone running artifact or enchantment removal lately, and so I'm pretty well convinced that I can get away with making a deck that works hard to drop a big enchantment or two onto the field and then blows up and make my opponent start over, with me in the lead. The only thing I'm really worried about is O-ring, but about half of the decks at my venue are black or black/red right now. I'm going to be experimenting with Descent into Madness as well. If I can get a hand or permanent advantage that card will end the game for me. All I have to do is sacrifice my tokens until my opponent's board is wiped clean, then sac DiM to itself. With no lands in play they will never recover in time to stop me.
alphagprime
☆☆☆☆☆ (0.0/5.0)
My friend built a G/B undying/morbid deck with this in it. Just some suggestions:

Ghoultree
Lumberknot
Young Wolf
Strangleroot Geist
Boneyard Wurm
Skirsdag High Priest
Tragic Slip
Blood Artist
Bloodflow Connoisseur
Butcher Ghoul

These are all cards I remember him having in the deck. It was ruthless. I say it was G/B but it was really more like G/b. What made it so disgusting is that you just didn't have enough removal. Even board sweepers weren't enough with those Gutter Grimes in play. Yeah, they do to Naturalize among other items but when you are in a three player free-for-all and no one is playing G or W there isn't much you can do. Skirsdag High Priest was especially vicious. Its bad enough losing a creature but when your opponent gains a 5/5 flier as a result? Good luck.
BubbaDoongai
☆☆☆☆☆ (0.0/5.0)
Combos well with Plaguemaw Beast for buff tokens.
ChampionOfBolas
☆☆☆☆☆ (0.0/5.0)
bloodflow connoisseur + reassembling skelaton + this = more power than you will ever need.
Kirbster
☆☆☆☆☆ (0.0/5.0)
It buuugs me that the Oozes all die when Gutter Grime goes. Why do they? Can they not exist without Mama Grime down in the sewers? The mind boggles.