The Mimeoplasm
Most creatures you build around; this one you assemble out of someone else's dead. The 0/0 body is a deliberate dead end: cast it with no two creature cards to exile and it still resolves and enters the battlefield, only to die to state-based actions immediately as a 0/0, a creature that refuses to persist on its own terms. The payoff is that the bodies it eats need not be yours. It reads the entire table's graveyards, which folds an opponent's combo casualties, their fattest reanimation targets, and the graveyard you have stocked with self-mill into the same pool. The two-card split is the genuinely clever part of the design: one creature dictates what the Ooze becomes, the other contributes only its power as a counter total, so the optimal build wants one card with a game-ending ability and one card whose power is large enough to make it lethal. That separation of "the chassis" from "the fuel" is a different deckbuilding axis than the usual reanimator question of "what is the single best thing in my yard," because here the best thing and the biggest thing can be two different cards exiled by the same replacement effect as it enters. None of this uses the stack: the choice happens as the creature enters, not as a triggered ability that opponents can respond to, so what arrives is settled before anyone gets a window. The ceiling scales with how grindy the game has been: the longer graveyards fill, the wider the menu, which makes it a value engine that rewards patience and a board state that has already turned over once.

Rules text
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Other printings
- Secret Lair Drop#1773
- Outlaws of Thunder Junction Commander#234
- Magic Online Promos#102315
- Secret Lair Drop#136
- Commander Anthology Volume II#1
- Legendary Cube Prize Pack#114
- Commander's Arsenal#12
- Commander 2011#210










