Hmm. Gavony Township? Stuff with undying? All kinds of shenanigans come to mind.
Jhyrryl
★★★★★ (5.0/5.0)(1 vote)
This is an avalanche in the making. When activating this, there is almost no reason not to pull at least one +1/+1 token from every creature with Evolve that you have in play; the more the better.
SRSFACE
★★★★★ (5.0/5.0)(1 vote)
This retroactively makes Black/Green scavenge decks better. Trying to exile my 12/12 Corpsejack Menace with your stupid Selesnya Charm? Deal with this 8/8 Ooze now.
Sleaw
★★★★☆ (4.5/5.0)(2 votes)
Mutant Farm EDH needs more Oozes, always.
Flyheight
★★★★★ (5.0/5.0)(2 votes)
5/5. Soooooo much fun with evolve! As Milez0 pointed out, Fathom Mage is nutso with this. You know who else makes this card bananas? Master Biomancer. You can make ever increasingly large ooze tokens to keep triggering evolve and well...have a supply of exceedingly large ooze tokens. I love this card so much. Second favorite card in the set, right after Fathom Mage.
Cyberium
★★★★★ (5.0/5.0)(2 votes)
Despite the high initial cost, this card works wonder with Evolve!
Oh btw, Scute Mob
Purplerooster
★★★★★ (5.0/5.0)(1 vote)
Nice sac outlet for simic among other delicious combos. 4.28/5.
deserter
☆☆☆☆☆ (0.0/5.0)
Magic the Oozing
xenohedron
★★★★☆ (4.0/5.0)(1 vote)
Such a well-designed card, not powerful without a dedicated strategy, but various synergies with all sorts of cards and +1/+1 counter mechanics. And... oozes.
pedrodyl
☆☆☆☆☆ (0.0/5.0)
This is Mark Rosewater's favorite card of Gatecrash guiz. Me? I never really liked big enchantments like this; They are too hit or miss for me.
CapmCrunch
☆☆☆☆☆ (0.0/5.0)
This unassuming card just might be Evolve's pack rat. With just a few evolve creatures, you can pump out ooze after ooze.
Cyanide17
☆☆☆☆☆ (0.0/5.0)
Hundreds of combos here, surely? Blade of the bloodchief and Cathars' Crusade spring to mind, but there must be so many more.
majinara
☆☆☆☆☆ (0.0/5.0)
Everyone got their playset of doubling seasons? :) For an experiment kraj commander deck this card is pretty good. Apart from that... Six mana to get a small ooze token onto the battlefield... Nah.
psychichobo
☆☆☆☆☆ (0.5/5.0)(1 vote)
Guys, the whole point of this is to combat removal of your +1/+1 heavy creatures. Just remove all the counters as a response and get something from their deaths.
JaxsonBateman
☆☆☆☆☆ (0.0/5.0)
As has been mentioned, one of the primary uses of this card is to get free creatures out of evolve. Consider the following:
T1: Cloudfin Raptor T2: Gyre Sage T3: Elusive Krasis T4: Ooze Flux T5: Fathom Mage, then make an Ooze, removing a counter from the Raptor, Sage and Krasis. Put a 3/3 Ooze into play. Evolve triggers on all four creatures. You draw a card, and your other three creatures are exactly as strong as they were prior to the play. 2 mana for a 3/3, draw a card, and a counter on Fathom Mage - not bad at all.
Heck, from that point out even without developing any further board presence, you'd get 2: make a 4/4, draw a card.
BlueBodies
☆☆☆☆☆ (0.0/5.0)
I used to hate ooze cards. Half my games at the prerelease were won because of this though.
aznxknightz
★★★★★ (5.0/5.0)(1 vote)
This card is clearly meant to be played in a simic deck revolving around Evovle. Say you have 4 creatures with evolve. If played right, at least 3 of your creatures will have +1/+1 counters, which is fine. Use Ooze Flux to create a 3/3. Now that this ooze comes into play, it's most likely all your evolve creatures have a power or toughness lower than this ooze so they ALL get a +1/+1 counter. Now from here on you can create 4/4 Oozes with only TWO, i count, 2 mana! This puts alot of pressure onto your opponents and forces them to either destroy oozes and suffer card disadvantage or destroy your weak evolve creatures and suffer onslaught of attacks from the oozes. Did i mention you can play this ability as an instant, no restrictions? So perfect! 4.5/5 just because it can't go into every deck but if done right can be turned into the new format for playing weenies.
Fictionarious
★☆☆☆☆ (1.8/5.0)(2 votes)
WHY is the artist's last name BOROS!!!???
kaneofchaos
☆☆☆☆☆ (0.0/5.0)
I love it because of the combos it can do. Alone it doesn't do a whole lot like most cards, but with Undying or Evolve it becomes powerful. Played with a +1/+1 counter deck and you can almost negate kill spells.
Osprey_93
☆☆☆☆☆ (0.0/5.0)
I have an undying/evolve deck that was built around vorapede and Zameck Guildmage, the only drawback was that zameck could only remove one counter for two mana which was much too expensive when Master Biomancer is in play and someone kills Vorapede giving him 3+ counters, then I looked at this card.
*Sniff* thank you wizards!
Also with biomancer out the ooze token is even bigger and you can just go nuts.
Nucleon
☆☆☆☆☆ (0.0/5.0)
Hilarious in my Kresh EDH deck, actually. A deck with a death trigger general darn well better have sac outlets, and mine is basically a swarm deck fueled by them, so what I wind up with is 1{G}: Play god to create and take life at will. Especially funny with Warstorm Surge and/or Stalking Vengeance thrown in.
Wraique
☆☆☆☆☆ (0.0/5.0)
Looks like The Cozen just paid... THE ULTIMATE PRICE!
Maileesaeya
☆☆☆☆☆ (0.0/5.0)
This card seems vastly underrated to me. It's only real weakness is that it's very specialized in what it works with, but the synergy it has with those cards is insane--it lets undying creatures come back over and over and actually gives you a bonus for letting them do so, it can bump out big, cheap oozes at the cost of only mana with a few evolve cards, it gives ridiculous card advantage when combined with Fathom Mage, benefits from Master Biomancer, and do NOT get me STARTED on having this, a few evolves and an Ivy Lane Denizen on the field together.
Simic synergy in general is pretty crazy in constructed, and this can easily be a game winner in any Evolve-based deck. 4.5/5 from me, just for how insane it is.
And don't cite "dies to removal" as a weakness to me either; most things do after all, so not dying to removal is a perk, but dying to removal is only a demerit on expensive cards that want to stay out long.
Aznxknightz and EvilDarkVoid are so right : Said you have 3 creatures : A cloudfin raptor turn one. Experiment one turn two. crocanura turn three This turn four than turn five you have : A 2/3 cloudfin , a 2/2 exp one and a 1/3 croca with a total of 3 +1/+1 markers. Pay 1G to take all the three markers and with a 3/3 entering all the 3 creatures evolves again than do it again one times. if you have 4 creatures with evolve you can do a 4/4 , 5 a 5/5 and so on for 1G.
Deckforge
☆☆☆☆☆ (0.0/5.0)
I'm thinking about this and Phyrexian Devourer in a deck
This + Death's Presence (more the better), Master Biomancer and Gyre Sage = Potentially unlimited army of Ooze tokens...
Take counters off Gyre Sage (after tapping it for mana), create the token, which gets boosted from Master Biomancer... when the token dies, you'll get all those counters back + its power to chuck onto either Master Biomancer or Gyre Sage... If you go with Sage, you'll get more tokens (which all get boosted from Master Biomancer), if you go with the Master, you'll get stronger tokens.... if you have two or more Death's Presence out.. you'll get double their power in tokens.... so the more your opponent kills your tokens, the stronger they return. or just get more of them....
Oh and imagine the insanity if Doubling Season was out... or the alternative Corpsejack Menace/Parallel Lives... You'll get DOUBLE the tokens (after Death's Presence calculates the amount) AND you'll get double the tokens (which both get boosted from Master Biomancer) from Parallel Lives....
Hmmm gonna build a deck with those cards... Master Biomancer, Gyre Sage, Corpsejack Menace, Parallel Lives, Ooze Flux, Death's Presence (4 copies each for maximum fun).... Unlimited tokens of unlimited strength....
Such an evil, yet fun idea for a deck...
yesennes
☆☆☆☆☆ (0.0/5.0)
I generate 3 4/4 oozes. My opponent asks if I end my turn. I tell him that was the end of his turn. He quits.
Anyhow, if you have a Zameck Guildmage, to get the max total power in oozes, take how much mana you have, cut it in half rounding down, add the number of evolves you can trigger, then cut that number in half again. Activate ooze flux that many times. Use the rest of your mana on Zameck Guilmages first ability before, of course you make the oozes.
EvilDarkVoid
☆☆☆☆☆ (0.0/5.0)
This card is crazy. With a bunch of evolve creatures on the field with counters on them, it basically reads: : get an X/X token where X is the number of evolve creatures you control. Undying creatures will more or less never die unless they can kill them X+1 times in a single turn where X is the number of times you can pay {G}{1}, and although exiling or putting them into (the bottom of) your deck works, that's a lot of work and often a strong removal spell just to get rid of a Young Wolf or Strangleroot Geist. They want to blow up your Primordial Hydra? Pay and it just loses its effects instead. Add on to any scavenge cost and it basically becomes Unearth without any effects or the sacrifice at the end of the turn. The possibilities seem limitless.
TheGigiBeast
☆☆☆☆☆ (0.0/5.0)
4/5, just because of the good synergy with everything that have undying (for exemple, you could use mikaeus the unhallowed + this and a board clearing effect like wrath of god for a lot of fun).
TheDoomknight
☆☆☆☆☆ (0.0/5.0)
@SRSFace: "This retroactively makes Black/Green scavenge decks better. Trying to exile my 12/12 Corpsejack Menace with your stupid Selesnya Charm? Deal with this 8/8 Ooze now."
Removing 8 +1/+1 counters from your Corpsejack Menace would leave it as a 4/4, A.K.A an invalid target. The Selesnya Charm would fizzle and your opponents will instead be left to deal with both a 4/4 Corpsejack Menace AND a 16/16 ooze. Yay Rules.
Let me tell you, there was nothing more fun in standard than attacking with a 19/19 flying OOZE Not to mention the interactions with Simic, of course
Hercynian
☆☆☆☆☆ (0.0/5.0)
I'm not sure how stictly good it is in practice, and the art and the flavor are sub-par, but the concept and the mechanics are great! With a lot of evolve creatures this is a steady creature token that is likely to evolve all of your other creatures again as a result. This is essentially an ant queen enchantment that spawns crusader of odrics (but only fr the number of evolve creatures you have ). Obviously the comparison is not perfect for a lot of reasons but that's how I see it. This is obviously an ideal circumstance. Realistically, simic often fields 2 or 3 evolve creatures. Let's be conservative and say 2. 1 crocanura and 1 cloudfin Raptor. Ok so if they both have 1/1 counters on them. You activate this ability, remove the counters, and put a 2/2 creature into play, in turn evolving both your creatures to the point they were before. So, the way I figure, conservatively, this is a 4cc enchantment that says 1G: put a grizzly ooze into play. Not bad. The shenanigans get exponential when you throw something like fathom mage into the mix, or even just more evolve creatures. That's not even being creative. The Johnny in me feels that +1/+1 counters are so flexible in magic that this is a combo piece waiting to be broken.
Let's see, 4 evolve creatures on the field with 3 counters between them would net a 3/3 one turn and, if they all consequently evolve, you can put in 4/4s after that for 2 mana repeatedly.
Obviously, these scenarios are in no way predictive. this card is in no way as consistent as, say, an ant queen. but who cares? this card is way more fun and can be exponentially better.I can't slice this card any way and make it seem not good to me.
Great job wizards! You can still print great and fun, but not broken, cards! This is why I play!
Comments (41)
Oh btw, Scute Mob
Me? I never really liked big enchantments like this; They are too hit or miss for me.
For an experiment kraj commander deck this card is pretty good. Apart from that... Six mana to get a small ooze token onto the battlefield... Nah.
T1: Cloudfin Raptor
T2: Gyre Sage
T3: Elusive Krasis
T4: Ooze Flux
T5: Fathom Mage, then make an Ooze, removing a counter from the Raptor, Sage and Krasis. Put a 3/3 Ooze into play. Evolve triggers on all four creatures. You draw a card, and your other three creatures are exactly as strong as they were prior to the play. 2 mana for a 3/3, draw a card, and a counter on Fathom Mage - not bad at all.
Heck, from that point out even without developing any further board presence, you'd get 2: make a 4/4, draw a card.
Did i mention you can play this ability as an instant, no restrictions? So perfect!
4.5/5 just because it can't go into every deck but if done right can be turned into the new format for playing weenies.
*Sniff* thank you wizards!
Also with biomancer out the ooze token is even bigger and you can just go nuts.
Simic synergy in general is pretty crazy in constructed, and this can easily be a game winner in any Evolve-based deck. 4.5/5 from me, just for how insane it is.
And don't cite "dies to removal" as a weakness to me either; most things do after all, so not dying to removal is a perk, but dying to removal is only a demerit on expensive cards that want to stay out long.
Said you have 3 creatures :
A cloudfin raptor turn one.
Experiment one turn two.
crocanura turn three
This turn four than turn five you have :
A 2/3 cloudfin , a 2/2 exp one and a 1/3 croca with a total of 3 +1/+1 markers.
Pay 1G to take all the three markers and with a 3/3 entering all the 3 creatures evolves again than do it again one times.
if you have 4 creatures with evolve you can do a 4/4 , 5 a 5/5 and so on for 1G.
+ Ageless Entity
Go to town. Play Ashnod's Altar and Mycosynth Lattice for a derpy infinite life combo.
Take counters off Gyre Sage (after tapping it for mana), create the token, which gets boosted from Master Biomancer... when the token dies, you'll get all those counters back + its power to chuck onto either Master Biomancer or Gyre Sage... If you go with Sage, you'll get more tokens (which all get boosted from Master Biomancer), if you go with the Master, you'll get stronger tokens.... if you have two or more Death's Presence out.. you'll get double their power in tokens.... so the more your opponent kills your tokens, the stronger they return. or just get more of them....
Oh and imagine the insanity if Doubling Season was out... or the alternative Corpsejack Menace/Parallel Lives... You'll get DOUBLE the tokens (after Death's Presence calculates the amount) AND you'll get double the tokens (which both get boosted from Master Biomancer) from Parallel Lives....
Hmmm gonna build a deck with those cards... Master Biomancer, Gyre Sage, Corpsejack Menace, Parallel Lives, Ooze Flux, Death's Presence (4 copies each for maximum fun).... Unlimited tokens of unlimited strength....
Such an evil, yet fun idea for a deck...
Anyhow, if you have a Zameck Guildmage, to get the max total power in oozes, take how much mana you have, cut it in half rounding down, add the number of evolves you can trigger, then cut that number in half again. Activate ooze flux that many times. Use the rest of your mana on Zameck Guilmages first ability before, of course you make the oozes.
Removing 8 +1/+1 counters from your Corpsejack Menace would leave it as a 4/4, A.K.A an invalid target. The Selesnya Charm would fizzle and your opponents will instead be left to deal with both a 4/4 Corpsejack Menace AND a 16/16 ooze. Yay Rules.
Young Wolf, Butcher Ghoul, Strangleroot Geist
Bloodflow Connoisseur, Varolz, the Scar-Striped, Demonlord of Ashmouth
Altar's Reap, Jar of Eyeballs, Cobbled Wings
Let me tell you, there was nothing more fun in standard than attacking with a 19/19 flying OOZE
Not to mention the interactions with Simic, of course
Let's see, 4 evolve creatures on the field with 3 counters between them would net a 3/3 one turn and, if they all consequently evolve, you can put in 4/4s after that for 2 mana repeatedly.
Obviously, these scenarios are in no way predictive. this card is in no way as consistent as, say, an ant queen. but who cares? this card is way more fun and can be exponentially better.I can't slice this card any way and make it seem not good to me.
Great job wizards! You can still print great and fun, but not broken, cards! This is why I play!