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Slime Against Humanity // Prueba 3 (EDH / Commander)

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Notes

Chatterfang, Squirrel General: Slime Against Humanity's first ability reads "Put X +1/+1 counters on it" with the word "it" referring to the token it creates. Chatterfang's replacement effect changes "it" to "a 0/0 green Ooze creature token with trample plus a 1/1 green Squrrel creature token," so both of those tokens will have X +1/+1 counters put on them. Putting this Parallel Lives effect in the command zone and giving access to black are what make Chatterfang a great commander for Slime Against Humanity.

Gas: Exile a bunch of copies of Slime Against Humanity to pump up subsequent casts of the card. Don't exile copies that are in the graveyard, because there are some cards that benefit from having them there specifically. Do not cast the gas cards unless you have copies in hand to cast afterward, and do not be too greedy. You probably never want to go higher than 10-15 put into exile. Secret Salvage (in the Card Advantage section) is the best of this type of gas card because it also fills your hand.

Miscellaneous: With exactly 1/3 of all of the 99 being copies of Slime, Thrumming Stone will allow you to cast as many of them as you want essentially every time. Spellweaver Helix is functionally another copy of Parallel Lives. Nantuko Shrine is just such a classic (and goes great with Tribute to the World Tree).

Utility: Card advantage is the only important normal utility function in this deck. Garruk's Packleader, Garruk's Uprising, and Tribute to the World Tree give huge value if Chatterfang is on the battlefield, and the others are better for ensuring that you can draw cards even when recovering from board wipes or an empty hand. Removal is less critical, as the game plan is to run over anything else rather than try to control it. There is only room for a minimal amount to stop critical shutdown issues like Meddling Mage or Ruric Thar, the Unbowed. Mana ramp's only real value is to get Chatterfang or Slime casts started one turn earlier, so only first turn ramp is included.

Gameplay: Because of the low number of lands and mana ramp, lands in hand primary factory in deciding whether to mulligan. After that, Gas/Miscellaneous/Card Advantage cards are the next most valuable cards to have in the starting hand. Mana Ramp is great for starting a little earlier, but gas and card advantage give better acceleration in the long run. Slime Against Humanity is not a priority in the starting hand. During the game, it is better to get out acceleration before casting Slime. The true gas (eg Surgical Extraction) is more of a late game effect when you're ready to put out the biggest Slimes to end the game. With acceleration out (eg Thrumming Stone, Primal Vigor, Tribute to the World Tree), you may not have many slimes/squirrels out at all by turn 6-7, but turns 8-9 could be explosive. Having a moderate bruiser army by turns 7-8 and a game-ending army by turn 9-10 is very doable depending on removal from opponents. Save your own removal to use only as an answer to game-losing situations (eg Meddling mage). The deck isn't very fast, but because board wipes don't impact future Slime casts, and because Chatterfang gives you reliable access to Parallel Lives, the deck's success is pretty inevitable if it doesn't get hard shutdown or beaten by something faster.


> Revisions

Version 2.2

Add Category Remove
Atomize Removal Kenrith's Transformation
Dark Tutelage Card Advantage Abundance
Twilight Prophet Card Advantage Colossal Majesty
Birds of Paradise Mana Ramp Acidic Slime
Delighted Halfling Mana Ramp Surgical Extraction
------------------------------------------- ----------------------------------- --------------------------------------

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Problemi: Non puoi giocare più di 1 copie di: Slime Against Humanity.

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