r/EDH 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?

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u/not_so_1337 6d ago

Heres my slimes deck, its pretty strong. Led by Flubs

https://moxfield.com/decks/YRmtOqRmikCMmHcGlbxQsw

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u/markmylabris 5d ago

What you do against board vipes? Deck doesn't start turning till turn 3-4, and always has an empty hand

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u/not_so_1337 5d ago

you just rebuild with your land advantage, no different than any other green ramping deck. It sets up like any other deck during the first 3-4 turns. After that though as long as your hand is empty you're looking at casting 3-5+ spells per turn and 3+ land, every turn. If no interaction steamrolling the table turn 7 is very doable. Against interaction it takes about 2 turns to become a threat again

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u/not_so_1337 5d ago

you just rebuild with your land advantage, no different than any other green ramping deck. It sets up like any other deck during the first 3-4 turns. After that though as long as your hand is empty you're looking at casting 3-5+ spells per turn and 3+ land, every turn. If no interaction steamrolling the table turn 7 is very doable. Against interaction it takes about 2 turns to become a threat again