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Boosting power with end of turn effects, power heavy creatures, maybe even unearth.

This card has so many combos.

Turlis, your combo is nice but it works better with Soul's Fire to simply do n damage (where n is arbitarily large).

Master of Etherium, how is this a bad card? Yes, it's not much use in a deck that's not built to take advantage of it, but there are so many cards that this works with.
I'm currently trying to aquire a playset to use with Dragon appeasement so I can sac every token twice.
I'm also tempted to combo it with Rakka Mar. 1RG each turn for what is practically a 3/3 haste? Yes please.
Posted By: Studoku (5/9/2009 8:10:35 AM)
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At first it seemed pretty bad. Replacing one creature with a copy without abilities? But then i started thinking about the possibilities.

Want to keep that 7/1 from elemental appeal, for longer that until end of turn? Ooze it (can be done after atacking)

Did your opponent pacify one of your creatures? Ooze it

You just played Righteousness on one of your 1/1 creatures? Ooze it and get a 8/8 by turn 3 (possible 2)

Have a beefy creature that you want to hit your opponent with, but don't want leave yourself open to atacks? Attack him, and then ooze it after. Untapped creature! :D

As mentioned, combos great with Unearth.

Or why don't use it with bloodghast? Keep sacing it and bringing it back with landfall, creating 2/1 tokens for 2 mana.

Use it on creatures with cumulative upkeep, to get rid of the upkeep but keep the creature (Dreams of the dead, Aboroth, Sheltering ancient to name a few)

Posted By: ratrase (10/22/2009 12:45:41 PM)
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Gaea's Anthem and Doubling Season are THE cards to use with this. If you can reliably change creature types for your tokens you can have a perpetually growing ooze army (Conspiracy for example).
Posted By: Lege (11/18/2009 8:58:43 AM)
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A simple strategy would just be to find something that gives buffs to a card in play and then continously sac your tokens to reoccur the buff, for example anything that gives +1 to all green creatures, everytime you sac a creature comes back with a permanent boost to power and another +1 from the original affect. Another really awesome combo is stalking vengeance, anytime you sacrifice a creature for your ooze it does its power to target player. The problem with ooze garden however, is the "play this ability only any time you could play a sorcery." If it allowed you to sac your creature to get an ooze whenever it was about to die.. that would be awesome. As it stands your replacing one creature with another, that only has the potential to be slightly bigger, you could just as easily play some card that gave 1/1 counters to your creatures and get almost the same affect and you don't have to find a way to take things out of your graveyard.
Posted By: Donovan_Fabian (10/21/2009 2:10:52 PM)
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When you first glance at this card, you wonder "why on Earth is it rare - I mean, all it does is replace one creature with another that might gain a little toughness but lose any abilities". But when you start looking at other cards, it gets sooooo good. Essentially, it's a combo card, and an insanely good one at that.

I've thrown it into my Naya deck - a deck designed specifically to provide lots of benefits for creatures with 5 or more power. I also, among other creatures, have some Paleoloths. As such, I can use Ooze Garden to turn a huge beastie (with at least 5 power) into an ooze with huge power, and that ooze will proc Paleoloth's ability allowing me to get the original creature back out of the graveyard. Save for mana, it's simple to get it back out. Lather, rinse, repeat. Combine it with cards like Where Ancients Tread and Mycoid Shepherd and you get heaps of other benefits all from the one action of sacrificing a creature and bringing the token into play.

While I'll probabl... (see all)
Posted By: JaxsonBateman (10/18/2009 8:52:11 AM)
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So tell me if this would work--

Devoted Druid taps to add a forest to the mana pool, untaps and takes a -1/-1 counter. Quillspike eats the -1/-1 counter, uses the forest, and gains +3/+3, repeat this process, say...100 times, so that Quillspike is a 301/301 creature until the end of turn. THEN use Ooze Garden, and have a 301/301 Ooze creature that is always that strong?

Could this work?
Posted By: Turlis (5/7/2009 1:35:56 PM)
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This is a fun card. at first it isn't great looking but if you sac a thunderblust into this? Why a 7/7 or how about the unearth creatures? Yes you can sacrifice them for a longer lasting version.

Most fun ooz you will ever make? well one made out of a Krosan Cloudscraper of course(no one likes paying at upkeep anyway).
Posted By: thaviel (2/10/2009 3:23:10 PM)
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Glad there's support for this. I'm upset, though, that not everyone in the world understands that this is the best card in all of Alara block. And I'm not even a Johnny.
Posted By: Neojoe (8/17/2009 8:18:15 PM)
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Doubling Season is my God, Sigil of the Empty Throne is my prophet, and Ooze Garden is one of my...apostle thingies. Would work well with power-heavy creatures such as Lightning Coils or the red Lorwyn avatar thingy. Probably called something red and brawny like "Rage" or "Wrath" or "Anger." you remember? 3/1 elemental tokens for every red thing. That would make an immensely satisfying red/green combo.
Posted By: kuzimu (4/1/2009 1:02:26 PM)
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It's not the best card I've seen, but if played right, you can make some pretty nasty combos with it. Pandemonium + Gaea's Anthem and this: Pay Green1, sacrifice a creature to get a new, bigger Ooze and burn something with Pandemonium. Repeat until you're out of mana or your opponent is dead - simply sacrifice your Ooze every time to make it +1/+1 bigger each time you make a new one and burn your opponent for more damage each time :D.
Posted By: GrimjawxRULES (2/9/2010 7:36:09 AM)
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0.51.01.52.02.53.03.54.04.55.0

 




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