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Slimefoot, the Stowaway

Slimefoot, the Stowaway

Legendary Creature — Fungus

Slimefoot wants a deck that deals damage straight to its opponents. It also suits a deck that hurts every player at once and outlasts the pain.

  • Mana cost1 genericblackgreen
  • Black, Green ()
  • Power / toughness2 / 3
  • RarityUncommon

Whenever a Saproling you control dies, Slimefoot deals 1 damage to each opponent and you gain 1 life.

4 generic: Create a 1/1 green Saproling creature token.

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Cards That Fit Slimefoot, the Stowaway

Picked for what they do in Slimefoot's deck. When two cards do the same job, the one with the lower comes first. All of them fit Slimefoot's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Slimefoot, the Stowaway

explain how Slimefoot works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 19 Mar 2021

If one or more Saprolings you control die at the same time as Slimefoot, Slimefoot's first ability will still trigger once for each Saproling that died.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Slimefoot, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBGPlayers write colors as letters: B for black, G for green.BurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageMass BurnDeals damage to everything, or to every opponent at once, rather than to a single target. In a four player game the same card hits three people, so small repeated amounts add up quickly. Blasphemous Act, Impact TremorsOpen the Mass Burn pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageLifegain EngineGains you life again and again, on a trigger that keeps happening, rather than once. You start at 40 life in Commander, so life is something to spend as well as a cushion, and a card like this sets off every card that rewards you for gaining it. Soul Warden, Trostani, Selesnya's VoiceOpen the Lifegain Engine pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger pageGroup SlugGroup Slug decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, cast a spell or tap a land for mana.Open the Group Slug pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pagePingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets mean