[DKA-ICD] Predator Ooze

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Oh.... oh my yes.
good but not great doesn't pass the dismember test by a long shot, might see some play. But probably not enough
ROFl, wut!?
This is probabaly good but I'm having a really hard time being excited about it.
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Loses hard to Dismember and Virulent Wound, but against everything else....ouch. Could be even more popular post-rotation, but obviously it's way too early to say for sure. Regardless, love the card, love the art, love the flavor. 5/5
Good card is good.
good but not great doesn't pass the dismember test by a long shot, might see some play. But probably not enough





Instead it passes the Doom Blade, Day of Judgment, Slagstorm, etc. test.  A mono green deck with this, the undying haste guy, and Dungrove Elder would at least be an absolute nightmare for red decks and control decks.
Oh my glob.  This guy is awesome.
good but not great doesn't pass the dismember test by a long shot, might see some play. But probably not enough



So wait, everything without hexproof and is a 5/5 or less fails? Bhuwa?

I'd say it loses more to the gutshot, Virulent Wound, wring flesh, and anything that pings for 1.

However I do like this card in mono green. Can't see it all that splashable though.
Fun card. Likely isn't good enough for standard but casual plays will love it. 
gutshot doesnt kill it. neither does geistflame or any burnspell. just sayin
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good but not great doesn't pass the dismember test by a long shot, might see some play. But probably not enough





Instead it passes the Doom Blade, Day of Judgment, Slagstorm, etc. test.  A mono green deck with this, the undying haste guy, and Dungrove Elder would at least be an absolute nightmare for red decks and control decks.



Yeah, this is pretty good against removal.  Seriously, decks can only run four Dismembers.  And...honestly, having your 3-drop get dismembered really isn't the end of the world--you get tempoed harder if they dismember your 4-drop or 5-drop.  It's probably better for you if they get scared of this thing and feel they need to use/save their dismember for it.


As for this card...I dunno.  It's kind-of slow (I think it would be better as just a 3/3 indestructable for 3...but on the other hand, a 3/3 indestructible for 3 would be really good).  And...they're pushing mono-green pretty hard right now, what with Dungrove elder, Garruk, Vorapede, so...this might potentially have a home. 

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gutshot doesnt kill it. neither does geistflame or any burnspell. just sayin



lol Indeed it doesn't. I retract my previous statements. I missed the indestructable part.

I REALLY like this card now.

Very cool ooze. It just goes and goes and goes, and never dies. I'll play this in EDH.
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If only green had Dark Ritual
Neat card, although my current plans have no need for it. Good to see Mono (Or more of, cards with  in them) being pushed, but when you're playing Animar, its just another disappointment for the deck.
Very nice card! Better keep some Curse of Death's Hold on hand ladies & gents ;)
Just to clarify what I said earlier I said that it didn't pass the dismember test, not that it was bad or any creature with less than five toughness or hexproof is bad. What I meant by that is that it is good because of the indestructibility, but since most decks run dismember's it is not amazing. However I am hopeful for green decks when scars rotates out.
I must say... I quite like this guy, it could be worth running in a 2 or 3 color deck in spite of how costly it can be. Very very cool :D
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Now that's how you say "Must attack each turn if able" without actually saying it!
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Now that's how you say "Must attack each turn if able" without actually saying it!



Except I think this is going to do a lot of blocking duty.

Mono-green is pretty much the only deck that can run this, and mono-green is cleanly midrange, when a lot of the field is pretty aggro.  If you're midrange against aggro you're probably going to not attack with this at first, and just settle for having an indestructible wall until you stabilize. 

Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision.

It's the little ooze that couldn't, but quit wasn't in it's dictionary. Now I'm really split between going or just mono .
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even being 3 green, i can't help but think of how well this goes with the card from the other article, deadly allure.  if you have the 3 green early, play it early, if not, play it later and use allure as miracle grow so it can catch up to where it should be.
Looks good for limited and EDH but constructed it's a bit to slow and Dismember is still in the format.

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Back when Innistrad was being previewed, I remember being tickled pink by Cellar Door and wanting several of them even though there's no way I would ever play them.

That's about how I feel about this card. It'd be nice if it actually did see some play, since it's a decent card. But it's already hit a homerun in my book: It's a predator that's also an ooze, and it's indestructible!

Wait, wait, I don't think I made a big enough deal of that, so let me reiterate:

Predator.
Ooze.
Indestructible.

How can that be anything but awesome?
even being 3 green, i can't help but think of how well this goes with the card from the other article, deadly allure.  if you have the 3 green early, play it early, if not, play it later and use allure as miracle grow so it can catch up to where it should be.


Birds of Paradise to the rescue?
You know you.could always run it with an allied color run all forests and the 8 dual lands and birds. Possibly being able to play this consistently on turn two.
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Maybe the best Ooze ever printed.
: Superlich is indestructible until end of turn and moves out of dismember range permanently.

Neat.
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: Superlich is indestructible until end of turn and moves out of dismember range permanently.

Neat.




What? No. Havengul Lich can only gain activated abilities. This ooze has one static ("is indestructible") and two triggered abilities ("whenever..."), Lich doesn't gain anything.
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this little fella is pretty sweet. the rares are looking better now.
: Superlich is indestructible until end of turn and moves out of dismember range permanently.

Neat.



What? No. Havengul Lich can only gain activated abilities. This ooze has one static ("is indestructible") and two triggered abilities ("whenever..."), Lich doesn't gain anything.


Oh. Nvm then!
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Predator Ooze had EDH potential. Indestructibility is such a powerful tool, and this guy can get so flippin' huge. Takes a forced sacrifice to remove him from the board usually.
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Through a tarp over it, with the words "DM Exposition & Fluff File."Because players ignore fluff & exposition all the time.

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seems dirty with contagion clasp (because of the flow of the costs)
Think this card is bonkers in Innistrad limited... silly draft bomb.

Good card, otherwise.
always love an interesting Green card.
Neat.

Kind of exciting, but it isn't anything past solid, IMO.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
seems dirty with contagion clasp (because of the flow of the costs)



Spellskite looks good to keep those dismembers away.
If Limited gets in the way of printing good Constructed cards... Screw limited
: Superlich is indestructible until end of turn and moves out of dismember range permanently.

Neat.



What? No. Havengul Lich can only gain activated abilities. This ooze has one static ("is indestructible") and two triggered abilities ("whenever..."), Lich doesn't gain anything.


Oh. Nvm then!



Not to mention you'd need to pay  
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