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Community Rating: 3.316 / 5  (76 votes)
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Everyone got their playset of doubling seasons? :)
For an experiment kraj commander deck this card is pretty good. Apart from that... Six mana to get a small ooze token onto the battlefield... Nah.
Posted By: majinara (1/28/2013 2:09:48 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


As has been mentioned, one of the primary uses of this card is to get free creatures out of evolve. Consider the following:

T1: Cloudfin Raptor
T2: Gyre Sage
T3: Elusive Krasis
T4: Ooze Flux
T5: Fathom Mage, then make an Ooze, removing a counter from the Raptor, Sage and Krasis. Put a 3/3 Ooze into play. Evolve triggers on all four creatures. You draw a card, and your other three creatures are exactly as strong as they were prior to the play. 2 mana for a 3/3, draw a card, and a counter on Fathom Mage - not bad at all.

Heck, from that point out even without developing any further board presence, you'd get 2: make a 4/4, draw a card.
Posted By: JaxsonBateman (1/30/2013 5:28:07 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I used to hate ooze cards. Half my games at the prerelease were won because of this though.
Posted By: BlueBodies (2/1/2013 12:11:37 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I love it because of the combos it can do. Alone it doesn't do a whole lot like most cards, but with Undying or Evolve it becomes powerful. Played with a +1/+1 counter deck and you can almost negate kill spells.
Posted By: kaneofchaos (2/22/2013 12:26:14 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I have an undying/evolve deck that was built around vorapede and Zameck Guildmage, the only drawback was that zameck could only remove one counter for two mana which was much too expensive when Master Biomancer is in play and someone kills Vorapede giving him 3+ counters, then I looked at this card.

*Sniff* thank you wizards!

Also with biomancer out the ooze token is even bigger and you can just go nuts.
Posted By: Osprey_93 (3/1/2013 5:41:13 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Hilarious in my Kresh EDH deck, actually. A deck with a death trigger general darn well better have sac outlets, and mine is basically a swarm deck fueled by them, so what I wind up with is 1{G}: Play god to create and take life at will. Especially funny with Warstorm Surge and/or Stalking Vengeance thrown in.
Posted By: Nucleon (3/18/2013 11:47:18 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Looks like The Cozen just paid... THE ULTIMATE PRICE!
Posted By: Wraique (3/28/2013 3:12:27 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This card seems vastly underrated to me. It's only real weakness is that it's very specialized in what it works with, but the synergy it has with those cards is insane--it lets undying creatures come back over and over and actually gives you a bonus for letting them do so, it can bump out big, cheap oozes at the cost of only mana with a few evolve cards, it gives ridiculous card advantage when combined with Fathom Mage, benefits from Master Biomancer, and do NOT get me STARTED on having this, a few evolves and an Ivy Lane Denizen on the field together.

Simic synergy in general is pretty crazy in constructed, and this can easily be a game winner in any Evolve-based deck. 4.5/5 from me, just for how insane it is.

And don't cite "dies to removal" as a weakness to me either; most things do after all, so not dying to removal is a perk, but dying to removal is only a demerit on expensive cards that want to stay out long.
Posted By: Maileesaeya (4/3/2013 10:39:15 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Good synergy with Strangleroot Geist
Posted By: mandalorekilstar (4/4/2013 10:27:30 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Champion of Lambholt
Posted By: wolftree (4/11/2013 12:04:37 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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