Seconding that. Sc.Ooze does many things. At worst, it's a bear. Usually, it's more. Sometimes it gains life at critical moments against Burn or other aggro. Sometimes it blanks opposing strategies by eliminating Bloodghasts or Snapcaster targets. Sometimes it just comes down in the mid-game as a 5/5 or bigger, being a potentially game-winning threat on its own. It's flexible enough to have in the main.
For Sylvan Scying you need a ramp deck, so this would probably better suit the Primeval Titan decks.
I was talking about Sylvan Awakening, a very different card (new from Dominaria). I think it's a Groundbreaker at the least and makes use of land flood.
They don't untap when you cast it, so you need a lot of extra mana beyond the lands you want to attack with.
Skirge seems interesting, yet in games where that lifegain is critical I'm not sure if that's the way I want to go. Flying is nice though; most decks seem content to fight on the ground, and Green decks rarely take to the skies. It does seem a bit niche though: it doesn't add Devotion for AoH, and seems just a bit fragile.
So it's a better Kavu Titan? Pass. The transform critter is better because it's adequate early and can be transformed later, while the Kavu will likely start small and stay small. If a card is only useful as a late game topdeck, it's probably not good enough.
Come out swinging, and don't let up until they're dead or our situation is untenable. Given long enough, Meddling Mages will turn your best draws into dead draws, and their little creatures will outgrow our big ones. They need to be smashed before that happens. Removal usually targets problematic cards like a well-named Meddling Mage or a key blocker; they're the control deck here, and we can usually outrace them in damage, so we use our disruption to force that.
Rhonas seems better most of the time. Ghalta can theoretically come in on turn 3 in the ramp build, but most of the time when it's playable, your opponent was already in Wrath-or-lose situation.
I've been vacillating on Thrun, and whether there is room for two copies in the MB or SB. It's pretty mana intensive, but the card beats UW Control almost on its own these days.
I think that's about right. EO is great on turns 1 and 2, mediocre on turn 3, and pretty bad thereafter. The question is how much value a 1-mana early 3/3 has, and if it's worth the 1/1 or 2/2 state later. Regeneration is occasionally handy versus Verdict, mostly. The saving grace here really is that Rancor and Rhonas let a topdecked EO not be completely useless.
Renegade is interesting in that it is always relevant to combat (even if it does less damage). The trade-off is that we need to consider running 8+ fetchlands, with all the liability that entails.
Another random one drop that hasn't been mentioned much is Skarrgan Pit-Skulk. This is another potential source of pseudo-evasion. I'm not sure it's really good in this deck, but it represents another way to punch through with an AoH.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
They don't untap when you cast it, so you need a lot of extra mana beyond the lands you want to attack with.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Worth considering, I think.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Renegade is interesting in that it is always relevant to combat (even if it does less damage). The trade-off is that we need to consider running 8+ fetchlands, with all the liability that entails.
Another random one drop that hasn't been mentioned much is Skarrgan Pit-Skulk. This is another potential source of pseudo-evasion. I'm not sure it's really good in this deck, but it represents another way to punch through with an AoH.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB