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Copy of: Slime Against Humanity (EDH / Commander)

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> Deck Notes

Why Chatterfang, Squirrel General?

  1. Chatterfang as the commander is effectively a very cheap Parallel Lives (as far as Slime Against Humanity is concerned) in the command zone. (Note that the squirrel token created when you cast Slime Against Humanity does enter with the same number of +1/+1 counters as the ooze token.)
  2. Access to black gives explosive Slime Against Humanity acceleration (eg Surgical Extraction), synergizing card advantage (Secret Salvage, Protection Racket), and cheap finishers (Essence Harvest, Rite of Consumption).

Why not mono green, or any of the other color pairs or combinations?

  1. Commanders available in mono green/Simic/Gruul/Selesnya either don't give the same level of command zone value as Chatterfang or are slower to get out.
  2. In white, blue, and red, the synergies with Slime Against Humanity (spell copy, token copy, cards to graveyard/exile, and finishers like Cone of Cold or Chandra's Ignition) don't provide benefits that can't be comparably accessed in black or already in green. The other colors' versions of these effects as they apply to Slime Against Humanity are usually less mana efficient and/or card efficient than the versions available in black.
  3. Slowness and overcomplication increase if you get into 3 or more colors. Nearly mono green with a splash of powerful black keeps it simple and reliable.

Strengths and Weaknesses, Reasons to play or avoid

  • Strong against other creature decks because of the ooze growth with every cast and better recovery from board wipes. Resilient against most control decks because it doesn't rely on any single pieces. Counter spells still increase the SAH count in graveyard, board wipes and removal, even exile, don't remove SAH count, and graveyard hate doesn't matter because SAH also counts cards in exile.
  • Weak against protection from combat and hate against non-creature spells (Ruric Thar, the Unbowed). Weak against combo decks as it lacks any meaningful interaction with opponent boards outside of combat. Weak against specific hate effects: Declaration of Naught, or, ironically, an opponent's Surgical Extraction.
  • Fun to play if you like the snowball, but is sits on the solitaire side of gameplay except for it being a combat focused win condition. Turns are usually quick, but if the snowball gets too big there can be a lot to manage (lots of triggers, drawing and casting lots of cards each turn, lots of replacement effects doubling the number of tokens created).


> Construction and Gameplay

Card types

  • Gas: Besides the obvious of Doubling Season and Thrummingstone, the bombs allowed by black are cards like Surgical Extraction, Lost Legacy, and Memoricide. They allow you to fill your exile with copies of Slime Against Humanity so that future casts will see more copies and create bigger ooze tokens. More versions of this effect exist, but you really only need one per game. Serum Powder not only gives a free mulligan but also can accelerate you to (theoretically) an 8/8 ooze token on turn 2.
  • Utility: Card Advantage is mostly Elemental Bond effects. These give you 2 cards for 1 if Chatterfang is out, so you snowball quickly. Mana Ramp is limited to 1 drops to get the turn 2 play (ie turn 2 Chatterfang or Elemental Bond). There is essentially no interaction because everything is geared toward the oozeball.
  • Finishers: Either combat damage with Overrun pumping the board and giving the squirrels trample, or non-combat damage with Essence Harvest and Rite of Consumption. Additional similar finishers could be added, but only one or two of them should be needed, if any, and the snowballing card advantage will let you either get so many tokens that you don't need a finisher or will guarantee that you draw them without needing much redundancy.

Gameplay

  • Understand the janky value of Serum Powder. If you have it in the starting hand along with any copies of Slime Against Humanity at all, you should use its ability. It's a free additional mulligan and will let you start the game with copies of Slime Against Humanity already in exile so the first cast is already bigger than normal. The janky dream is to get an initial hand with 6 copies of SAH and 1 Serum Powder, activate it to exile that hand, then drawing a hand with 1 mana ramp card and a copy of SAH. Then on turn 1 you play a land and mana ramp, and on turn 2 you can cast SAH, it sees 6 copies already in exile thanks to Serum Powder, so the ooze token comes out with 8 +1/+1 counters.
  • Priorities for starting hands:
    1. No matter what, do not keep a starting hand that doesn't have access to 3 mana.
    2. Any card advantage cards like Elemental Bond.
    3. Mana ramp.
    4. Don't worry about Slime Against Humanity in the starting hand. It will come.
  • Play line:
    • Generally, play Chatterfang and Card Advantage (Elemental Bond) first, then move on to Slime Against Humanity.
    • It's usually worth skipping a Slime cast on a turn to get another snowball card (card advantage or a token doubler) out, but only until you have 2 or 3 of these effects on the battlefield. More than 2-3 card advantage cards will give you more cards than you can cast (which isn't the end of the world, because discarding SAH to get down to 7 cards at end of turn only accelerates their growth), and more than 2-3 token doublers will give you more tokens than you will likely need.
    • Once the card advantage oozeball is rolling, Surgical Extraction will let you leap ahead to massive oozes. Don't cast it without copies of Slime Against Humanity in hand to follow up, because they will be less likely to draw afterward. 10-15 copies exiled from the library is probably enough to get big oozes to swing with. Only go to the highest greed of exiling every copy from the library if you have follow-up like Rite of Consumption in hand, or if you have multiple token doublers on the battlefield to get huge value out of each cast of Slime Against Humanity.
  • Win with either combat damage or Essence Harvest/Rite of Consumption.


> Revisions

Version 4.0
Current constructed version: 3.1 (Revision 24)

(Renamed Miscellaneous to Finishers, removed Removal category)

Add Category Remove
Serum Powder Gas Nantuko Shrine
Essence Harvest Finishers Assassin's Trophy
Rite of Consumption Finishers Beast Within
Outcaster Trailblazer Card Advantage Idol of Oblivion
Selvala, Heart of the Wilds Card Advantage Atomize
Kavu Lair Card Advantage Swamp
Undergrowth Stadium Lands Swamp
Forest Lands Swamp
Forest Lands Swamp
Forest Lands Swamp
------------------------------------------- ----------------------------------- --------------------------------------


> Card Options and Substitutions

To make it more budget friendly, start by removing the expensive token doublers: Doubling Season, Parallel Lives. Thrummingstone is too valuable to cut if it can be afforded. More simple budget substitutions would be the card advantage and mana ramp cards- drop the expensive versions in the deck list and replace them 1:1 with any of the cheaper ones from the list below. Expensive lands could simply be replaced by either black/green lands that enter tapped or more basics.

To make the deck stronger in spite of the budget, the best options are finishers Triumph of the Hordes and Craterhoof Behemoth. Zero-cost mana ramp could beat out even these 1-mana drops, but the advantage is probably marginal.

For miscellaneous or meta-dependent substitutions, more removal/interaction would be an important step. Nantuko Shrine is a fun substitution that can help with dealing with decks that go even wider than this. Final Strike is a good additional non-combat finisher. Any of this could be added by losing some of the gas cards (token doublers or Memoricide/Lost Legacy), or at the cost of Slime Against Humanity copies (I wouldn't go below ~28 copies, or 24 at a bare minimum).

Miscellaneous:
Nantuko Shrine

Finishers:
Craterhoof Behemoth
Triumph of the Hordes
Final Strike

Removal:
Assassin's Trophy
Atomize
Beast Within
Feed the Swarm

Card advantage:
Idol of Oblivion
Bolas's Citadel
Moonring Mirror
Dark Confidant
Ruin Raider
Sylvan Library
Symmetry Matrix
Sharp-Eyed Rookie

Mana Ramp:
Delighted Halfling
Locket of Yesterdays
Emerald Medallion
Primal Amulet
Semblance Anvil
Utopia Sprawl

Lands:
Swarmyard
Oakhollow Village


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Dieses Deck scheint nicht in EDH / Commander legal zu sein!

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