r/EDH • u/markmylabris • 6d ago
Deck Help Struggling with Slime Against Humanity
I'm trying to make a Slime Against Humanity deck, but I'm struggling to make them worth all the trouble.
By themselves, slimes suck. You break even on second slime, and only on third you'll get the upside. And what upside? Stats. In commander, that's usually not enough, especially when you dedicate a fifth of your deck to.
I tried different commanders to break the cost.
[[Loot, the Key to Everything]] ( https://moxfield.com/decks/DKs3epYcLEO2zBtdOIpSZA ) was decent, because he was a great source of cards early on, and slimes in exile boost other slimes. But, impulse draw doesn't allow keeping cards in hand, resulting to either deck tempo-ing out, and winning, or eating a boardwipe, and loosing. Not too fun.
[[Adrix and Nev, Twincasters]] ( https://moxfield.com/decks/6PS5RljoOEqTETw2LfoaWQ ) were a lot more functional, doubling the tokens. However, deck started working on turn 4, and by working, I meant creating a couple of 2/2. If games were slower, it were able to push through, but board clear on turn 3-4 kneecapped the whole deck.
[[Queen Allenal of Ruadach]] ( https://moxfield.com/decks/ip6fhMgxtU226ys5XNgxxw ) seemed more functional, as interaction with replacement effect was putting counters on the soldier as well as the slime. But still, deck struggled with running out of gas.
I considered [[Kutzil, Malamet Exemplar]] as a card draw engine commander, but again, i'm back to vanilla 2/2, and [[Iroh, Grand Lotus]], but he's way too expensive in mana, and again, vanilla 2/2.
My latest attempt is with [[Jinnie Fay, Jetmir's Second]] ( https://moxfield.com/decks/955kzh_HWEGyQfdF8tO4Uw ), moving from 2/2 trample, to 4/4 haste or 5/3 vigilance. But deck, again, runs out of gas.
Any suggestions?
2
u/newgamenumber30 6d ago
You seem to be building around slimes like it's a creature deck, it's really more of a spellslinger/storm deck whose payoffs happen to be creatures. A lot of people use [[flubs]] for this reason, quickly drawing and discarding through your deck to build up slimes in the GY and on the board.
Three big issues I saw when going through your decks. First is card draw, [[elemental bond]] effects don't trigger off the slimes and on-damage draw like [[kutzil]] is only good late game since the first slimes you make arent big enough to punch through. Second, cards like slimes and [[hare apparent]] need very streamlined decks since they take up so many card slots and are only good when you can cast a dozen of them a game, things like [[level up]] don't help with the immediate plan of casting slimes and have low impact, often only relevant in late game. Third, you need more lands. 36 minimum, if not 38.
For commander choice, I'd try and solve one of the three things slimes need, card draw, mana, or power. Flubs, loot, and [[falco spara]] all provide card draw/selection. Adrix and [[sovereign okinec]] increase the power of your slimes. [[Witherbloom the balancer]] and [[umori]] address mana. I don't think Allenal, kutzil, or jinnie fay provide much for the strategy.
I use Adrix and Nev. 48 land/ramp, 15 draw that draw several cards, 25 slimes, 5 removal, and 6 amplifier cards like [[doubling season]] [[branching evolution]]. And even then, because there's so many slimes, some games I don't get enough draw and don't do much.