Magic: the Gathering
Budget Commander - Slogurk, The Overslime
This article brings a budget decklist for Innistrad: Midnight Hunt's new legendary creature, Slogurk, the Overslime.
ComboArchetype and was created by me, being developed to operate against other decks that are in the same price range.
Infinite turns with SlogurkThis line has the advantage of already having one of the pieces always available,
since your commander is one of the pieces,in this line your goal is to have at least 3 islands and at least 6 mana available to start.
How it works:1. You cast Walk the Aeons, paying its buyback cost. 2. Slogurk gets three counters for this, you activate his second ability and remove the counters, putting him into your hand. 3. This activates his third ability, returning 3 islands to your hand. 4. Using Azusa's effect, play the three islands 5. Cast Slogurk from your hand. 6. Repeat from step one. This will give you infinite turns, but this consumes a lot of mana for the turn, a total of nine mana. So, to make sure you can do more than just repeating the loop, you need to have more dorks or lands on the battlefield, so you can protect yourself and play more threats.
Infinite Mana with Peregrine DrakeThis line is very flexible and depends on some parts to be executed, which can change according to what you have. The idea is to generate multiple Peregrine Drake ETBs to generate infinite mana and use this mana to win the game, or by drawing the entire deck and casting Laboratory Maniac. To generate multiple ETBs, you can use Deadeye Navigator or Eternal Witness/Timeless Witness plus Ghostly Flicker. To use this mana to win the game, you can use Spectral Sailor, Prophet of Distortion, Mulldrifiter and Diviner's Portent to draw your deck and cast the Laboratory] Maniac. Loop Condition: Peregrine Drake and Deadeye Navigator or Witness + Flicker, plus enough mana sync in hand to cast them.
How it works:Drake + Navigator 1. Cast Peregrine Drake, untapping 5 lands. 2. Cast the Deadeye Navigator. 3. With Navigator's Soulbond, bond it to Drake.
until your opponents concede,and then go to the sink line. Ghostly + Witness 1. Cast Peregrine Drake, untapping 5 lands. 2. Use Ghostly Flicker on Drake and another target of your choice (a land or something that generates value for you). 3. Cast the Witness, targeting Flicker in the Graveyard, 4. Now with Flicker in hand, cast it, targeting Drake and Witness. 5. Tap all of your untapped land, generating mana in the pool. 6. With Flicker resolving, untap the 5 lands and target Flicker in the Graveyard. Repeat steps 4 through 6 until you generate the amount of mana you want. Once you have infinite mana, spend your mana on Prophet of Distortion/Spectral Sailor until you have all the cards in your deck in your hand, cast Laboratory Maniac and draw a card again to win. You can also use Blue Sun's Zenith/Divine's Portent, if you have any of them, to draw your entire deck at once, cast Lab Maniac, and draw more cards. If you have Mulldrifter, you can cast it for its normal cost, and use Witness + Flicker or Navigator to generate ETBs from it until you draw Lab Maniac to win the game.
Analyzing the deck's packages
Strengths & Weaknesses
StrengthsThe list is very resilient and doesn't lose too much speed for that, with good balance between the packages, allowing for a greater consistency.
WeaknessesThe list forgoes interactions with opponents to try to maintain its speed and consistency. The deck's loops are easy to interact with, and the deck doesn't have redundancy for some pieces; they can be retrieved from the graveyard, but they don't have anything exceptional to defend against. If you try to win when your opponents have too many open resources, you will likely be stopped. The Infinite Turn Line is not as consistent due to the lack of tutors for sorceries and is too restricted for protection, if you try to win too early, you might run out of mana for protection.
Started playing Magic on M20 in 2019. Prefers control decks and seeks to improve his deckbuilding.