Last updated on January 29, 2024
Slimefoot and Squee | Illustration by Victor Adame Minguez
March of the Machine saw classic Magic characters teaming up across the multiverse, and Dominaria’s own fungal lord Slimefoot and un-killable goblin Squee have combined forces to become Slimefoot and Squee.
This dynamic duo form a unique Jund commander; its ability requires you to let it die. The graveyard isn’t normally an ideal hang out for your deck’s commander, but not so with this deck. Let’s look at how to build a Slimefoot and Squee deck!
Gamble | Illustration by Rudy Siswanto
Butcher of Malakir
Etali, Primal Storm
Flayer of the Hatebound
Nemata, Primeval Warden
Slimefoot, the Stowaway
Syr Konrad, the Grim
Ziatora, the Incinerator
This Slimefoot and Squee EDH deck works by generating a ton of Saproling tokens and then using them to return it from your graveyard alongside any of a number of huge threats. It finishes games by overwhelming your opponents with a wall of Saprolings, or by returning big Timmy creatures like Desolation Twin and Ulamog's Crusher over and over to the field.
Slimefoot and Squee presents an interesting challenge to the Jund-curious deckbuilder. It’s got a solid body for three mana, and it provides for free the first of many Saproling tokens to come.
But it’s second ability is where it really shines. For four mana and a dead Saproling you can return Slimefoot and Squee plus any other creature from your graveyard to the battlefield at sorcery-speed. You won’t be surprising anyone with a quick reanimated blocker, but what amounts to a free 3/3 alongside an Unburial Rites isn’t half-bad.
To fully capitalize on Slimefoot and Squee you need access to a few things: consistent sacrificial Saprolings, and a consistent way to fill up your graveyard with creatures you want to cheat out. Once you’ve got those pieces in play, you can start looping Slimefoot into and out of the graveyard over and over to dig up our finishers.
Slimefoot and Squee are useless in your graveyard if you can’t sacrifice a Saproling to reanimate them, so you need to keep your board full of fodder. Your commander grants you a free one to get started when it hits the field, but you need much more than that.
All the usual suspects for Saproling-generation are here: Golgari Germination, Artifact Mutation, Sporemound, and Tendershoot Dryad pumps out enough on its own to keep your board full, and you can slap a Parallel Lives on top of everything for good measure.
In a similar vein, Fungal Plots makes for some extra targeted graveyard removal and some card advantage later on.
Finally, you can always dump your extra mana into Slimefoot, the Stowaway for that last Saproling token.
Sure, swinging in with Slimefoot and Squee is tempting, but you won’t always be able to guarantee your opponents will block and kill it. Instead, you need your own sacrificial altars.
Notably, the staple artifact Ashnod's Altar is never not useful in this deck.
I’ve found Goblin Bombardment adept at “saving” Slimefoot and Squee from Darksteel Mutation-style removal. Remember: you want your commander in the graveyard, so don’t worry about those Murders and Lightning Bolts going around; they can’t stop you!
Once ol’ Slimefoot and Squee’s in your graveyard, you just need some strong creatures to cheat into play and you’re good to go. Luckily, depositing creatures directly into the graveyard is what Jund does best.
Between red’s discard effects like Big Score and Faithless Looting and green/black’s self-mills like Grisly Salvage, there’s no reason there won’t be 20 or more cards in your graveyard to choose from at any given time.
Tortured Existence is the best repeatable Disentomb for this deck, letting you trade a creature in your hand with one in your graveyard. This has tons of utility, saving an important aristocrats effect and setting up the graveyard for Slimefoot and Squee to bring something nasty back into play.
You don’t want to rely on drawing into your best creatures, so you’re running four different graveyard-based tutors: Buried Alive, Jarad's Orders, Vile Entomber and, my favorite, Gamble. I know this sounds nuts, but a Gamble in the right hand is better for this deck than a Buried Alive, or even an Entomb.
What exactly are Slimefoot and Squee bringing back from the dead? A number of haymaker creatures make up the bulk of this section.
The best part of all these creatures is it won’t matter if they die! Absent a complete removal with an exile effect, each of these beasts will be right back once Slimefoot and Squee gets hold of them.
With those huge creatures hitting the battlefield from the graveyard over and over, you’d be remiss not to include Warstorm Surge and Flayer of the Hatebound. These two both ensure you get some damage off of those creatures before they attack or before an opponent has a chance to destroy them.
We’ve done a lot of talking about Slimefoot’s grassy friends, the Saprolings, but we shouldn’t ignore Squee’s noble background. There’s one thing that loves a sacrifice deck, and that’s aristocrats.
The standard Blood Artist–Falkenrath Noble–Zulaport Cutthroat package should do just fine. While you won’t be flying through your Saproling tokens as quickly as a Ghave, Guru of Spores deck, the extra ping of damage here and there is well worth it in the end.
Palace Siege, on the other hand, will see the “Khans” mode chosen more often than not.
This deck only runs 34 lands and five mana rocks. That might not seem like enough until you take into account you’ll never plan to pay full price for anything over five mana.
Since just under 50% of your mana symbols are black, you’re running more swamps than anything else, with just a touch more Forests than Mountains to make sure you have access to your Cultivate and Kodama's Reach early.
This Slimefoot and Squee Commander deck requires patience to play, but its victory is inevitable.
Early access to ramp is paramount to this deck, so keep a hand with lots of land and mana rocks if you can afford to. Your priorities during the first few turns are getting your mana right and preparing the graveyard for your commander. Slimefoot and Squee can hit the field early if you so choose; don’t worry about it being removed. Use those extra Saprolings to Skullclamp into more cards and get your board ready.
By the mid game, you’ve hopefully been able to loot your way through the deck and drop some juicy reanimation targets into your graveyard. Keeping an Anger buried there helps make sure your Grave Titan can attack as soon as Slimefoot returns with it.
You’re looking to win with combat, so it’s best not to let games drag on too long. As soon as you’ve got threats on the board, you need to start swinging them around to cause some damage. Should your opponents stax you out or worse or deny your access to your graveyard with a Leyline of the Void, I suggest tutoring up Life and Limb and Sporemound to nuke the board with a never ending tide of Saproling tokens.
You’re running one single infinite combo in this deck, and it’s really more of a comedic instance than a reliable strategy. The interaction between Sporemound and Life and Limb is hilarious: with both on the field, you just need one Forest and/or Saproling to enter to start a chain reaction of un-interactable effects on the stack, resolving and creating a Forest Saproling and then triggering again.
Since this loop can’t be voluntarily stopped, the game ends in a draw if no one has a way to counter it. This is a goofy trick that usually only works once on your pod, but you never know!
Is the Sporemound and Life and Limb combo a Rule 0 violation? I’d argue no, it’s not. It doesn’t grant you an immediate victory, and it’s just a silly concept to visualize. If your friends are upset that you keep ending games in draws, maybe consider pulling this from your deck, but I wouldn’t.
This Slimefoot and Squee EDH deck comes in at just about $230 for the cheapest printings. That’s a steep step up from a precon price point, but about average for a Commander deck overall.
There are three cards in this deck that drive up the price. Luckily, each has more than a few cheap alternatives. Dictate of Erebos is your better Butcher of Malakir, but you can swap it for any ol’ removal spell you’d like and you’ll see similar results.
Tendershoot Dryad is a king (or queen?) of Saproling decks, but Verdant Force can perform the same job for pennies on the dollar. While Apex Altisaur can clean house on your opponents’ boards when it hits the field, you can always run a Kogla, the Titan Ape instead for a fight effect.
For a small payment of $250, a near mint copy of this Exodus enchantment can be yours! It does double-duty of tutoring important creatures to your hand and filling up your graveyard with creatures to reanimate with Slimefoot later.
This Slimefoot and Squee Commander deck operates at the intersection of aristocrats, reanimator, and Saproling decks. You could always double down on one of these themes for a more unique experience.
Pick up the cycle of spore-counter fungi creatures (like Utopia Mycon and Thelon of Havenwood) and go to town with an army of grasping roots and scratching vines. Slimefoot and Squee gives you access to red, letting you run the red populate effects like Ghired's Belligerence, and black, giving you lots of options to sacrifice those tokens.
Rakdos Signet | Illustration by Martina Pilcerova
The “team up” legends from March of the Machine all have abilities reminiscent of their parts, with a little tinkering here and there to make them synergize. Slimefoot and Squee sit at the crossroads between an inevitable fungal lord and an unkillable goblin hero. Together, they’ll ride an army of Saprolings and resurrected allies to victory over the Phyrexians, the Eldrazi, or whoever else is in your pod this Friday.
How do Slimefoot and Squee stack up to the other team up legends? Are they a good representation of a Squee, the Immortal stapled onto Slimefoot, the Stowaway? And what would you use as reanimation effects in this deck? Let me know in the comments, or over on Draftsim's Twitter.
Thanks for reading, and stay slimy!
Follow Draftsim for awesome articles and set updates: