Not all magic cards are going to be OMGWTFBBQSAUCE.
With some intuition and thinking, you CAN make Ooze garden great.
Why not put it next to Sarkhan Vol for example? Threaten a creature, attack with it, then turn it into a massive pile of Ooze for a bargain G1 second main phase, destroying an opponents creature and netting yourself one in the process. That's some good I hear.
This is just ONE example of how a card like Ooze Garden can go from meh to BBQ.
This doesn't work, because you can only sac non-ooze creatures. Therefore you can't sac the creature you just made, and will need a fresh supply of food for the garden.
I always assumed it was meant to be played with the Unearth mechanic. Since it's getting RFG'd anyway might as well attack and then sac for a creature.
You know, the more I think about it, the more I consider Ooze Garden the most fun card since Forced Fruition and mashed potatoes. And I love Forced Fruition (and mashed potatoes, ofc). I also like that it isn't Constructed-playable, so I can get my playset easily.
This is:
- A sacrifice outlet (Grave Pact shenanigans);
- A poor man's Staying Power for power boosting effects (the whole Rootwalla family and Knight of Skyward Eye in Limited);
- A way to boost your powerful buddies' fat (Dross Crocodile/Incurable Ogre, anyone?);
- A way to get rid of those pesky drawbacks (Tattermunge Maniac, now 100 times better!);
- A fun way to hose Doran's ability.
And you get all those things for mere 1G and a 1G for each sac! You can also add Amoeboid Changeling for even more fun!
EDIT: Probably the biggest weakness of the card for me is the token status of the Oozes, so a single Evacuation can spoil everything...
Not really tournament worthy, but it's not like the card is complete crap.
Exactly.
Moreover, it is an interesting card. It's fairly straightforward yet interesting. It's value is debatable, making it inherently interesting. To me this is a well-designed card.
IMO, cards like should be more prevalent in the rare slot than they are.
works w/ unearth, devour, persist like a charm. i think this is better than it looks. sorcery speed is the only thing stopping this from being broken. will see competitive play, imo.
Well in today's article Maro outright said that noone liked the card in development. Designers hated it, playtesters hated it, and so on. This card is nothing more than one of Maro's "look-how-creative-I-am" cards.
I think we can safely file this card away under "SUCKS" now, as the thread title so succinctly puts it.
The first approach to this card I thought of, was of coruse berserk, fatal frenzy, that kinda thing. Its gonna get huge and die at the end of turn. Great.
Another thought was if there is a persistant +/+ to all your creatures, via say glorius anthem. This would allow you to take a 1/1, who is getting a +1/+1 become a permanent 2/2 and then gain the bonus still to 3/3. Cute, not useful.
Unearth and persist are two mechanics that amuse me here. Unearth a creature, sac it... it still leaves the game. Frustrating Sac your persist guy, lets say heartmender is a cute target, we kill our 2/2, make a 2/2 for 1G, untap and repeat. Cute. again not great.
But, the meer fact that this thread exists and is long as it is, that's what makes this a 'good but bad' card. It'll inspire thought. However, that's all it will inspire with the current card pool. "what if i..." and with no solid payoff. Lets hope mark finds something before the end of the cycle to sneak into there for us.
best use i can think of so far... is that It does, of course, amuse me to think of doing this to revelark. seems cute
I won the prerelease with Ooze Garden and Where Ancients Tread because of all my massive beasts. It easily took down enormous Thunder-Thrash Elders that posed a threat, along with any Mycoloths that dared stand in its way.
I agree though, the sorcery thing is a killer, but by the time you get Ancients out and have the Garden already in play, it's a lot of damage.
turn 3 swing w/ thrinax if no critters to kill it yet. drop ooze garden, sac for a 3/3 ooze and 3 1/1 saprolings.
turn 4 drop hell's thunder, swing for 4 flying, 6 on the ground. sac hell's thunder, make a 4/4 ooze.
turn 5 sarhkan vol, steal their dude, attack w/ everything. sac the stolen dude, make a X/X ooze.
turn 6 not dead yet? if vol is still online, fires for a good chunk of damage, you could unearth hell's thunder, attack for 4, sac for another 4/4 ooze too. or just steal another dude and repeat t5. profane command could also enable alot of the same actions unearth would in the prev example... profane for 3, return hell's thunder, finks, thrinax, sac and repeat.
In an environment w/ this many recursive creatures I'm really surprised at how poorly recvd this card is... time will tell I suppose.
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One thing I find interesting about this card (which I didn't think about until MaRo's article on it) was how well it would work in limited (or casual, I suppose) with exalted. With a few exalted creatures in play, you can create an ooze that increases in size each turn. Not the greatest card, but I think I might be tempted to draft it in a bant deck...
Didn't read all 7 pages but this card is much better than I initially thought. Great ideas everyone. I still can't picture this in a competitive deck. I would love for someone to prove me wrong on that lol.
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"Wizards could put $100 bills in packs and people would complain about how they were folded." - from Dr Jeebus's Sig
One thing I find interesting about this card (which I didn't think about until MaRo's article on it) was how well it would work in limited (or casual, I suppose) with exalted. With a few exalted creatures in play, you can create an ooze that increases in size each turn. Not the greatest card, but I think I might be tempted to draft it in a bant deck...
Except... You have to sac a non-ooze. Bit of a bummer.
Sigh, its ironic how first ppl were pissing their pants off over the OPness of the multicolored cards that were first spoiled... n when the fillers came theyre sobbing about the worst set ever!
Sigh, its ironic how first ppl were pissing their pants off over the OPness of the multicolored cards that were first spoiled... n when the fillers came theyre sobbing about the worst set ever!
Per-LEASE, get me a box of tissue!
Per-LEASE add something useful to the topic.
On the topic of Ooze-Garden. I don't think it's a HORRIBLE card. It's an o-kay sac outlet for decks that want to abuse Sarkhan Vol (lol mediocre rare + 35$ rare ftw?) and his threaten ability.
I agree this card would have been REALLY strong w/o the sorcery speed clause though.
Well i reckon they just over-compromised on what would've otherwise been an extremely intimidating card.
2 lands untapped is all u need to scare away removals of your creatures, and discourage some1 from attking u when u hav a tapped cloudthresher, cause after all u've already used its main service.
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Not all magic cards are going to be OMGWTFBBQSAUCE.
With some intuition and thinking, you CAN make Ooze garden great.
Why not put it next to Sarkhan Vol for example? Threaten a creature, attack with it, then turn it into a massive pile of Ooze for a bargain G1 second main phase, destroying an opponents creature and netting yourself one in the process. That's some good I hear.
This is just ONE example of how a card like Ooze Garden can go from meh to BBQ.
t: Destroy target breakfast.
This doesn't work, because you can only sac non-ooze creatures. Therefore you can't sac the creature you just made, and will need a fresh supply of food for the garden.
Banner by spiderboy4 at [High~Light Studios]
This is:
- A sacrifice outlet (Grave Pact shenanigans);
- A poor man's Staying Power for power boosting effects (the whole Rootwalla family and Knight of Skyward Eye in Limited);
- A way to boost your powerful buddies' fat (Dross Crocodile/Incurable Ogre, anyone?);
- A way to get rid of those pesky drawbacks (Tattermunge Maniac, now 100 times better!);
- A fun way to hose Doran's ability.
And you get all those things for mere 1G and a 1G for each sac! You can also add Amoeboid Changeling for even more fun!
EDIT: Probably the biggest weakness of the card for me is the token status of the Oozes, so a single Evacuation can spoil everything...
Exactly.
Moreover, it is an interesting card. It's fairly straightforward yet interesting. It's value is debatable, making it inherently interesting. To me this is a well-designed card.
IMO, cards like should be more prevalent in the rare slot than they are.
+ Amoeboid Changeling" target="blank">Amoeboid Changeling might be fun!
This is a really big Johnny card. Johnny drools when he see's this. So many ways to try breaking this card. Will he succeed?
My Sneak Attack Deck would sure try this out.
I think we can safely file this card away under "SUCKS" now, as the thread title so succinctly puts it.
Ie, play ooze with pandemonium. if u have a 5/5 dude, just pay 1G to replce him and do 5 damage, and repeat with 1G, u do 5 dmg.
or alternatively, Kresh the Bloodbraidedcan get huge
Another thought was if there is a persistant +/+ to all your creatures, via say glorius anthem. This would allow you to take a 1/1, who is getting a +1/+1 become a permanent 2/2 and then gain the bonus still to 3/3. Cute, not useful.
Unearth and persist are two mechanics that amuse me here. Unearth a creature, sac it... it still leaves the game. Frustrating Sac your persist guy, lets say heartmender is a cute target, we kill our 2/2, make a 2/2 for 1G, untap and repeat. Cute. again not great.
But, the meer fact that this thread exists and is long as it is, that's what makes this a 'good but bad' card. It'll inspire thought. However, that's all it will inspire with the current card pool. "what if i..." and with no solid payoff. Lets hope mark finds something before the end of the cycle to sneak into there for us.
best use i can think of so far... is that It does, of course, amuse me to think of doing this to revelark. seems cute
I agree though, the sorcery thing is a killer, but by the time you get Ancients out and have the Garden already in play, it's a lot of damage.
I don't know about you, but it seems a little bit slow.
turn 1 birds of paradise/llano elves
turn 2 thrinax/kitchen finks
turn 3 swing w/ thrinax if no critters to kill it yet. drop ooze garden, sac for a 3/3 ooze and 3 1/1 saprolings.
turn 4 drop hell's thunder, swing for 4 flying, 6 on the ground. sac hell's thunder, make a 4/4 ooze.
turn 5 sarhkan vol, steal their dude, attack w/ everything. sac the stolen dude, make a X/X ooze.
turn 6 not dead yet? if vol is still online, fires for a good chunk of damage, you could unearth hell's thunder, attack for 4, sac for another 4/4 ooze too. or just steal another dude and repeat t5. profane command could also enable alot of the same actions unearth would in the prev example... profane for 3, return hell's thunder, finks, thrinax, sac and repeat.
In an environment w/ this many recursive creatures I'm really surprised at how poorly recvd this card is... time will tell I suppose.
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Except... You have to sac a non-ooze. Bit of a bummer.
Per-LEASE, get me a box of tissue!
Per-LEASE add something useful to the topic.
On the topic of Ooze-Garden. I don't think it's a HORRIBLE card. It's an o-kay sac outlet for decks that want to abuse Sarkhan Vol (lol mediocre rare + 35$ rare ftw?) and his threaten ability.
I agree this card would have been REALLY strong w/o the sorcery speed clause though.
2 lands untapped is all u need to scare away removals of your creatures, and discourage some1 from attking u when u hav a tapped cloudthresher, cause after all u've already used its main service.