If anyone listens to Monday Night Magic they know that Tom is a sucker for Oozes. On the latest episode they were discussing what an "Ooze Lord" could do... and an idea popped into my head. After a few iterations, this is what I landed on:
UUGG2
Tom's Ooze Lord
Creature: Ooze
Rare
All Oozes have "This creature takes damage in the form of -1/-1 counters. At the end of combat put an X/X Ooze creature token into play where X is the amount of -1/-1 counters placed on this creature this turn."
UGT: Target creature loses all of its abilities and becomes an Ooze in addition to its other creature types
4/4
So the first ability signifies that the ooze can slowly be chipped away at, but that each piece you hack off generates a new ooze. I went with a single X/X ooze rather than X 1/1 oozes so that the chunks would also get the ability from the lord.
The second ability lets you turn other creatures into oozes. I wanted something that would retain something about the original creature, so I let them keep their creature types and lose their abilities.
Keep it simple. The normal template for a lord is (1) a three mana 2/2, (2) other creatures of the type get +1/+1, and (3) an extra related ability or an extra ability given out.
Splitting Ooze1GG Creature - Ooze (R)
Other Ooze creatures you control get +1/+1.
Whenever a nontoken Ooze creature you control dies, put two 1/1 green Ooze creature tokens onto the field.
2/2
Or maybe more interesting if it just creates tokens from itself dieing so you can do this:
Doubling Goo1GG Creature - Ooze (R)
Other Ooze creatures you control get +1/+1.
When CARDNAME dies, put two 1/1 green Ooze creature tokens onto the field. They have "Other Ooze creatures you control get +1/+1."
2/2
I agree that simplifying it and focusing on the cool part of the card (instead of trying to completely capture all Ooziness) is probably the right way to go. Personally, I think the coolest part of the card is converting damage into creatures. Also, while flavorful, the -1/-1 counter business is a bit too complicated in my opinion.
Maybe something like this:
Ooze Dude1GG Creature - Ooze
Whenever damage is dealt to an Ooze creature you control, put an X/X green Ooze creature token into play where X is the amount of damage dealt to that creature.
2/2
"Evolving Ooze"GG
Creature - Ooze (R)
When ~ dies, put two 1/1 green Ooze creature tokens onto the battlefield. They have "Other Ooze creatures you control get +1/+1."
2/2
I really love this design (thanks to silvercut, nice card). I think this is a better version of silvercut's one as it makes you work more for the pump. Maybe it should still cost 1GG though.
While I like this card... I think it odd that the lord itself doesn't give bonuses, but has to die so it's tokens can give bonuses. That doesn't make much sense. I think what I want most from the ooze lord is that it gives the bonus and gives the ooze/split ability to non-token oozes. Additionally, I'm not so sure that my original design was all that complicated. Mitotic Slime gave tokens with abilities and it was in a core set. This is not a core-set ooze...
How about this?
Compounding OozeGG1
Creature - Ooze Other Ooze creatures you control get +1/+1
Non-token Ooze creatures you control have "When this creature takes damage put X 0/1 Ooze creature tokens into play where X is equal to the damage dealt."
2/2
So typically I would want to see 1/1 tokens... but I think that would be too powerful given the large creatures floating around. For example I block Emrakul, the Aeons Torn with a 2/2 ooze. Suddenly I have 15 1/1 tokens on the board. Seems too strong, and flavor wise, the thing is getting hit by an Eldrazi and actually puts out more mass than it started with. Doesn't really make much sense. In that extreme case, it doesn't make much sense that it puts out 15 0/1 tokens either, but they are 0/1's so who the heck cares?!? Additionally, this kind of makes up for the fact that the original ooze doesn't get smaller if it doesn't die... so if a 2/2 ooze blocks a 1/1 attacker, it produces a 0/1 token and remains a 2/2 itself. Also they are still vulnerable to all non-damage related removal.
"Evolving Ooze"GG
Creature - Ooze (R)
When ~ dies, put two 1/1 green Ooze creature tokens onto the battlefield. They have "Other Ooze creatures you control get +1/+1."
2/2
I really love this design (thanks to silvercut, nice card). I think this is a better version of silvercut's one as it makes you work more for the pump. Maybe it should still cost 1GG though.
Broken except for Path to Exile and Swords to Plowshares and counter spells. Block the opponents 3/3 then double-block next turn and their 3/3 is destroyed. Not even counting the fact that you could play another one.Definetely1GG
UUGG2
Tom's Ooze Lord
Creature: Ooze
Rare
All Oozes have "This creature takes damage in the form of -1/-1 counters. At the end of combat put an X/X Ooze creature token into play where X is the amount of -1/-1 counters placed on this creature this turn."
UGT: Target creature loses all of its abilities and becomes an Ooze in addition to its other creature types
4/4
So the first ability signifies that the ooze can slowly be chipped away at, but that each piece you hack off generates a new ooze. I went with a single X/X ooze rather than X 1/1 oozes so that the chunks would also get the ability from the lord.
The second ability lets you turn other creatures into oozes. I wanted something that would retain something about the original creature, so I let them keep their creature types and lose their abilities.
Thoughts?
Splitting Ooze 1GG
Creature - Ooze (R)
Other Ooze creatures you control get +1/+1.
Whenever a nontoken Ooze creature you control dies, put two 1/1 green Ooze creature tokens onto the field.
2/2
Or maybe more interesting if it just creates tokens from itself dieing so you can do this:
Doubling Goo 1GG
Creature - Ooze (R)
Other Ooze creatures you control get +1/+1.
When CARDNAME dies, put two 1/1 green Ooze creature tokens onto the field. They have "Other Ooze creatures you control get +1/+1."
2/2
Maybe something like this:
Ooze Dude 1GG
Creature - Ooze
Whenever damage is dealt to an Ooze creature you control, put an X/X green Ooze creature token into play where X is the amount of damage dealt to that creature.
2/2
While I like this card... I think it odd that the lord itself doesn't give bonuses, but has to die so it's tokens can give bonuses. That doesn't make much sense. I think what I want most from the ooze lord is that it gives the bonus and gives the ooze/split ability to non-token oozes. Additionally, I'm not so sure that my original design was all that complicated. Mitotic Slime gave tokens with abilities and it was in a core set. This is not a core-set ooze...
How about this?
Compounding Ooze GG1
Creature - Ooze
Other Ooze creatures you control get +1/+1
Non-token Ooze creatures you control have "When this creature takes damage put X 0/1 Ooze creature tokens into play where X is equal to the damage dealt."
2/2
So typically I would want to see 1/1 tokens... but I think that would be too powerful given the large creatures floating around. For example I block Emrakul, the Aeons Torn with a 2/2 ooze. Suddenly I have 15 1/1 tokens on the board. Seems too strong, and flavor wise, the thing is getting hit by an Eldrazi and actually puts out more mass than it started with. Doesn't really make much sense. In that extreme case, it doesn't make much sense that it puts out 15 0/1 tokens either, but they are 0/1's so who the heck cares?!? Additionally, this kind of makes up for the fact that the original ooze doesn't get smaller if it doesn't die... so if a 2/2 ooze blocks a 1/1 attacker, it produces a 0/1 token and remains a 2/2 itself. Also they are still vulnerable to all non-damage related removal.
I like this.
Broken except for Path to Exile and Swords to Plowshares and counter spells. Block the opponents 3/3 then double-block next turn and their 3/3 is destroyed. Not even counting the fact that you could play another one.Definetely 1GG