I challenged A guy to a duel with INCREDIBLY HIGH stakes with VAST WORLDLY CONSEQUENCES. I must win this duel at any and all costs. I've never played magic in my entire existence. Also, this isn't a standard format. These rules can be found in the screenshot below (above?).
In all due seriousness, I don't want my ass to be handed to me completely. I come here cause I figured I can get to the juicy important stuff faster than if I just found and watch a million youtube tutorials. Maybe I can actually practice a bit with you guys? not sure.
No matter what kind of deck you'll end up playing, you will at the very least need 22 lands, probably 23 or 24. And you should keep to the 60 card deck minimum.
There are a lot of cards that aren't creatures but create creature tokens, so you could essntially even try to build some sort of goblin/ooze hybrid deck, for example. Or run cards that make bigger tokens like 4/4 beasts or 3/3 centaurs, etc. Making a bunch of big flying Angel tokens should also be quite easy.
There are also the changeling creatures from the Lorwyn and Morningtide sets, which are by virtue of the changeling ability Oozes whereever they are in the game. This can thus give you more variety in your creature selection.
Most Oozes are green, so you could run hate cards like Slay, Nature's Ruin, Perish etc., essentially trying to play the meta and built a hate deck specifically designed to be brutal against a certain opponent. But keep in mind, that your opponent may very well want to do this very same thing against you. After all, these are very strict limitations and dictations, so one can easily guess a large portion of the other player's deck. You can of course, try to subvert such approaches as well, by not playing any green Oozes, etc.
Oozes also usually have neither flying nor reach, so you could run enchantments and artifacts to grant flying to your creatures and soar over the opposing force to victory.
You can also play cards that can be made anti-Ooze altogether, like Tsabo's Decree or Engineered Plague, in which case you may want to rely on non-Ooze tokens to win the game with.
So how much do you want to adhere to the Ooze tribal theme? Are you interested in subverting it (within the rules given)? And what are your personal limitations regarding card availability and budget?
alright, in regards to your questions, the budget and availability is a non-issue since we will be playing online. Preferably I would like to stick to the Ooze tribal theme, but I'm not married to the idea. I am interested in these token creatures since like you said, they will open my deck to more variety.
So then we should establish the deck archetype you want to build. Just because the creatures are restricted to Oozes does not make any of them not viable. You can try an aggro approach with cheap Oozes and tokens and maybe some mass pump effects and cheap spot removal. Perfectly possible and many Oozes are quite cheap. You can go for a control deck, where you basically limit your creatures count to the bare minimum, running only some of the biggest and nastiest while running lots of control cards (counterspells, spot and mass removal, card draw). Some of those would be Mitotic Slime, Acidic Slime, and Chameleon Colossus. You can run a midrange deck, which essentially is a middle ground between the first two archetypes. A constant threat development from the early game on to big late game bombs, accompanied by some control tools. You can also try a ramp deck, where you spend the early game getting lots of mana and then play the biggest baddest Oozes and mass token producers much earlier. I'm not sure, that a viable combo deck can be centered around Oozes, but one that simply includes the minimum number of Ooze creatures and tries to pull a combo from the rest is certainly possible.
Edit:
On a more general note, just as an afterthought, since you are new to the game, you should stick to one or two colors. More gets a lot trickier just to get the mana base right.
So
I challenged A guy to a duel with INCREDIBLY HIGH stakes with VAST WORLDLY CONSEQUENCES. I must win this duel at any and all costs. I've never played magic in my entire existence. Also, this isn't a standard format. These rules can be found in the screenshot below (above?).
In all due seriousness, I don't want my ass to be handed to me completely. I come here cause I figured I can get to the juicy important stuff faster than if I just found and watch a million youtube tutorials. Maybe I can actually practice a bit with you guys? not sure.
There are a lot of cards that aren't creatures but create creature tokens, so you could essntially even try to build some sort of goblin/ooze hybrid deck, for example. Or run cards that make bigger tokens like 4/4 beasts or 3/3 centaurs, etc. Making a bunch of big flying Angel tokens should also be quite easy.
There are also the changeling creatures from the Lorwyn and Morningtide sets, which are by virtue of the changeling ability Oozes whereever they are in the game. This can thus give you more variety in your creature selection.
Most Oozes are green, so you could run hate cards like Slay, Nature's Ruin, Perish etc., essentially trying to play the meta and built a hate deck specifically designed to be brutal against a certain opponent. But keep in mind, that your opponent may very well want to do this very same thing against you. After all, these are very strict limitations and dictations, so one can easily guess a large portion of the other player's deck. You can of course, try to subvert such approaches as well, by not playing any green Oozes, etc.
Oozes also usually have neither flying nor reach, so you could run enchantments and artifacts to grant flying to your creatures and soar over the opposing force to victory.
You can also play cards that can be made anti-Ooze altogether, like Tsabo's Decree or Engineered Plague, in which case you may want to rely on non-Ooze tokens to win the game with.
So how much do you want to adhere to the Ooze tribal theme? Are you interested in subverting it (within the rules given)? And what are your personal limitations regarding card availability and budget?
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Edit:
On a more general note, just as an afterthought, since you are new to the game, you should stick to one or two colors. More gets a lot trickier just to get the mana base right.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)