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Top-decker
Necrotic Ooze Combo
This is not my original idea, i only modified the deck a bit to make it (i hope) better.
The deck works like this:
Get Necrotic Ooze out, and the following pieces in the yard:
Bloodline Keeper
Grimgrin, Corpse-Born
Trespassing Souleater
1: You tap the ooze to create a 2/2 vampire
2: Untap, saccing it, gaining a counter
3: go to step 1
4: Pay U or 2 life, make your Infinte/Infinte dude unblockable, and win the game.
The rest of the deck is there to help the combo or to protect it. Spellskites stop killspells on the ooze, the draw and mill help you put the pieces together and Civilized Scholar is INSANE. He works like this:
Get one in the yard (use his ability and die to blocker or otherwise get him in the yard), get ooze out,
1: Tap ooze to draw a card.
2: Untap him by discarding
3: The transform trigger fizzles as ooze has no 2nd face
4: Go to 1 until you run out of creatures or get all pieces of the combo in the yard and win the game.
Also, Postmortem Lunge allows this combo on turn 3 or 4 (3 is a super godhand), but winning on turn 5-6 is very common. Will illustrate the turns needed for 3/4 after decklist.
Here is the decklist:
Ooze Combo
By: Atreties
Type II
Archive: http://magic.tcgplayer.com/db/deck.asp?deck_id=924730
Main Deck:
3 Bloodline Keeper
4 Civilized Scholar
2 Deranged Assistant
3 Grimgrin, Corpse-Born
3 Liliana of the Veil
4 Necrotic Ooze
1 Skithiryx, the Blight Dragon
4 Spellskite
2 Trespassing Souleater
4 Dream Twist
4 Forbidden Alchemy
2 Postmortem Lunge
2 Visions of Beyond
4 Darkslick Shores
4 Drowned Catacomb
3 Inkmoth Nexus
5 Island
1 Nephalia Drownyard
5 Swamp
Sideboard:
Meta dependant
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Turn 3 and 4 wins:
T1: Island, Dream Twist hitting Ooze and Civilized Scholar
T2: Land, Deranged Assistant
T3: Land, tap for 4 (mill 1) , Postmortem Lunge on Ooze. Tap ooze to draw, discarding the 2 or 3 pieces of the combo needed, Make him 1000000/100000 and unblockable (or just kill a dude with Grimgrim activation). Win.
--
Turn 4 (actually doable- i've done it. About 15-25% chance of this. Maybe less)
T1: Island, Dream Twist
T2: Land , Flashback dreamtwist
T3: Island, Dream Twist, flashback tream twist(this has milled 12 things)
T4: Postmortem Lunge On Ooze. Make him big and unblockable. Win Game.
Last edited by Atreties; 09-29-2011 at 03:43 PM.
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Top-decker
How is the ooze untapped exactly? Im not understanding the combo. Can you spell it out a little better for us wetardet people. Thanx
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Power Player
 Originally Posted by Dream Theater
How is the ooze untapped exactly? Im not understanding the combo. Can you spell it out a little better for us wetardet people. Thanx
The activated ability on Grimgrin, Corpse-Born untaps it and puts a +1/+1 counter on it.
Tap it to make a vampire (activated ability from Bloodline Keeper). Sac the vampire to untap it, making it bigger in the process. Repeat.
(The Necrotic Ooze has the activated abilities of both creatures at once.)
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Top-decker
Ahh see he didnt type out grimgrin all the way so i couldnt see his abilities. That makes sense now.
Well now that I get it WOW what a clunky combo. You need a total of 3 critters in your yard, ooze on the board, and some way to protect the ooze (counterspells, Spellskite). I would say 1 out of 30 games you pull this off.
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Power Player
 Originally Posted by Dream Theater
Well now that I get it WOW what a clunky combo. You need a total of 3 critters in your yard, ooze on the board, and some way to protect the ooze (counterspells, Spellskite). I would say 1 out of 30 games you pull this off.
You could say the same of legacy dredge. Obviously this isn't nearly as powerful, but I don't think you're looking at it closely enough.
Barring graveyard hate, which I don't expect to be maindecked so far, there is only one vulnerable piece of the combo that you need to protect (Necrotic Ooze).
Since you only have one combo piece out on the board, I'd think you're pretty free to take your time and play like a control deck until you're good and ready to drop that ooze.
The other pieces (2 or 3 depending on what your opponent has out) just need to be dumped in your yard - you don't need to cast them, you just need to hit them with your mill effects. And you have at least 8 mill effects that hit a minimum of 3 cards apiece. So you're "seeing" a whole lot of cards.
I'd rather playtest it and see if that's a fast enough rate of milling, than pull a number out of my *** like "1-in-30 win rate." Could certainly be that bad (or worse), but I'm not so sure.
(If any yard hate comes in, there are lots of answers - for instance, Mental Misstep hits nearly all of it.)
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Top-decker
I've been testing, and I've found Liliana to be kind of meh in the deck. It disrupts and helps enable the combo, but multiples kinda suck.
Also, Visions of Beyond just keep proving to be worse than Ponder
Next, while Civilized Scholar is AMAZING and is perfect for the deck, Multiples just waste space for the most part.
Last, I have gotten mana type skrewed a few times with the deck due to the inkmoths, so I am taking one out
Thus:
-1 Inkmoth
-1 Liliana
-2 Visions of Beyond
-1 Civilized Scholar
+4 Ponder
+1 Island
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Card Flipper
I'm not saying you should try this but you could use 1 Mirror-Mad Phantasm and the one guy who makes you win by recount out.
Pretty much NEC ooze uses phantasm ability and dumps the deck into the grave and win with the blue guy
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Power Player
Why is Inkmoth Nexus in there to begin with? Your ooze doesn't copy it.
Random thought: A Lantern Spirit kinda helps protect it, too.
Random silly thought: Tree of Redemption lets you gain infinite life.
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Top-decker
Nexus gives you:
A blocker when really needed
Something to sac to grimgrin (2ndary with condition)
Infect damage with Skittles to win the game (tertiary win condition)
Lantern Spirit is fine. I might try it as a 1-of. It allows you to permanently recur Ooze with Lunge which is nice, and can also just stall the game out on its own to give you time to assemble combo.
Tree is a funny idea. If i were to run it, I would run Mulch too and just splash green a bit.
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Power Player
I'm still unsure about the nexus. You need to get in twice with it to speed skittles up a turn assuming he's in your hand - six times if he's in your yard. I get that tertiary wincons are tertiary, but that many slots in your mana base is kinda expensive for a tertiary wincon.
Every other creature in the deck is something you can sac to Grimgrin or a slimy lookalike, so I don't know if that's a lot of gained value.
Pinch blocker is potentially the most relevant aspect, but I feel like the emergency blocker situation is more likely to come up against aggro when you haven't controlled their threats early game and need to buy just one more turn to go off (i.e. before turn 6); at that point I worry that losing a land sets us back a turn and doesn't actually net us any extra time. I wonder if that function is better served by some removal.
While we're considering silly thoughts: Vengeful Pharaoh? Too many will slow down your mill; too few doesn't seem particularly effective - but maybe I'm wrong? If a pharaoh saves you from that second swing from a titan at least once, will it have been worth it?
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