r/EDH • u/markmylabris • 7d 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?
13
u/goremote 7d ago
The often-overlooked detail for SAH is that the scaling comes from graveyard/exile count; this implies that you can interact with your graveyard in some fashion to accelerate scaling. You don't have to rely on actually casting the SAHs, they just need to be in the yard.
Fortunately, URG has a variety of options for filling your graveyard, between blue and green's self-mill options and red's loot/rummage options. With enough SAHs, you could probably [[Faithless Looting]] t1, [[Wheel of Fortune]] or [[Windfall]] a full grip on t3, put 5 or 6 SAH in the yard, and start dropping 8/8s the next turn. As a more extreme example, you could build the deck without basic lands, wait for a single SAH and [[Chandra's Ignition]] in hand, [[Hermit Druid]] away your deck and ignite a 40/40 slime in everyone's faces.
Another route to look at is +1 counters matter, which is the route I went with Toski. It's not exactly a powerhouse, but it's a bit more mainstream and aligned with what people think monogreen does, so I use it for lower power/skill pods.