









Overview:
This Toxrill, the Corrosive deck focuses on controlling the board with -1/-1 counters via slime counters, generating Slug tokens from opposing creature deaths, and leveraging proliferate synergies to accelerate the decay. The deck combines stax-like creature suppression with aristocrats drain effects (Mirkwood Bats, Blood Artist) and draws value from sacrificing Slugs (Skullclamp, Ashnod's Altar). While slow to start, it aims to lock down creature-based strategies and win through attrition or life drain.
Primer:
Core Strategy:
The deck seeks to resolve Toxrill (ideally protected by Swiftfoot Boots/Diplomatic Immunity) and amplify his slime counters through proliferate enablers like Thrummingbird, Inexorable Tide, and Contentious Plan. Key phases:
- Setup (Turns 1-5): Ramp with artifacts (Crypt Ghast, Thran Dynamo), establish protection, and deploy proliferate engines.
- Lockdown (Turns 6+): Cast Toxrill and trigger end-step slime counters. Use proliferate to accelerate enemy creature decay while generating Slug tokens.
- Win Conditions:
- Drain opponents via Mirkwood Bats/Blood Artist as creatures die.
- Overwhelm with Slug tokens enhanced by Kormus Bell (risky) or Drivnod, Carnage Dominus (doubling death triggers).
- Draw into Toxic Deluge/Deadly Rollick for board control.
Mulligan Priorities:
- Keep hands with 3+ lands, early ramp (Sol Ring, Arcane Signet), and at least 1 protection spell.
- Avoid hands without early interaction or delayed Toxrill casting.
Key Tips:
- Use Sanctum of Eternity to reset Toxrill if targeted.
- Prioritize protecting proliferate engines like Flux Channeler.
- Sacrifice Slugs to Skullclamp/Ashnod's Altar for card advantage or mana.
Avoid Traps:
- Don’t cast Toxrill without protection in removal-heavy metas.
- Kormus Bell can backfire by animating your own Swamps.
Weaknesses:
Critical:
- Relies on Toxrill staying on board; 3+ removals cripple the strategy.
- Limited win conditions if life-drain pieces are exiled.
Moderate:
- Slow setup vs fast aggro/combo decks.
- Minimal graveyard recursion for key pieces.
Minor:
- Board wipes partially mitigated by Toxrill’s decay.
Most Important Cards:
- Ashnod's Altar
- Skullclamp
- Black Market
- Mirkwood Bats
- Blood Artist
- Inexorable Tide
- Crypt Ghast
- Fierce Guardianship
- Toxic Deluge
- Drivnod, Carnage Dominus
Attribute Ratings:
Speed: 5/10
- Toxrill’s 7-mana cost and gradual slime counters delay wins to T8-10. Proliferate accelerates but lacks explosive combos.
Resilience: 6/10
- Free counterspells (Fierce Guardianship, Pact of Negation) and protection auras help, but commander dependence is a liability.
Consistency: 6/10
- Moderate draw (Mystic Remora, Sphinx of Magosi) and proliferate redundancy, but limited tutors for key pieces.
Interaction: 7/10
- Strong counterspell suite (Counterspell, Swan Song) and targeted removal (Deadly Rollick, Snuff Out).
Rating Justification:
This deck sits between optimized casual (5.0) and high-power casual (5.5). It has focused synergies and interaction but lacks the speed (T8-10 wins) and redundancy of true cEDH decks. While stronger than precons, its reliance on a high-cost commander and incremental wins aligns with the 5.0-5.5 rubric.
Power level: 5.0 - 5.5
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