Ambush Viper

Ambush Viper

Creature — Snake

Flash

Deathtouch

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Set Rarity
Innistrad (ISD) Common

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Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
2019-10-04 Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Ambush Viper occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Ambush Viper Discussion

Barbarian_Sun_Pope on Ramp Cheat Swing

1 month ago

I'd go for Ambush Viper (sneaky removal when you need it) or Nightshade Peddler (usually two death touch creatures for the price of one). If you want a a fun deterrent you can try Hornet Nest, it doesn't have any power, it can't attack, but opponents typically don't want to swing into it with anything that doesn't have trample. It is also really funny with Setessan Tactics and any big creature. If you want to give death touch to creature, I would suggest going the equipment route with Basilisk Collar or Quietus Spike, which works nicely with trample. Or you could go with Gorgon Flail as it is less mana intensive and adds some power. Hope this helps.

VanderW on Yasova Wild Pair

2 months ago

Yeah, thanks for the upvote :)
I've had a lot of fun with the deck so far. I haven't managed to get much out of the Wild Pair package. Since there are no actual tutors in the deck for getting out enchantments that's been a bit difficult.
I'm actually considering Gamble and Long-Term Plans as 'soft' tutors purely for the Wild Pair and once I've got that for cards such as Vicious Shadows and Warstorm Surge .

The deck is still pretty new, and I'm still fine-tuning it. I've now only played it four times since I've been busy with other stuff lately:

  • Game 1: Won through getting value out of an early Momir Vig, Simic Visionary , keeping it safe with the counter creatures and smashing face with Forgotten Ancient and Master Biomancer making my team bigger.
  • Game 2: It was a five-player game where the first one to knock the two opponents directly to the left and right of you wins: Kept board-control and ramp up with Yasova Dragonclaw and Perilous Forays . Almost died to a ridiculous Arixmethes-huge-stompy-creatures deck, but turned it around with the Reins of Power I was sitting on (such an over-performer). And later shared my victory as our shared opponent got knocked out by the other player.
  • Game 3: regrettably had to spend most of my time and resources on an Orzhov player that kept recurring the Elesh Norn, Grand Cenobite that rendered the rest of my cards mostly useless. Later everyone got kicked out by a combo player going off
  • Game 4: Didn't win, didn't get quite the engines going that I wanted to. But the game (5-player FFA) was crazy enough as it is.

I would say that for now the deck is good enough at battlefield control (particularly creatures), but as I mentioned I want to look into options that make the Wild Pair actually work (in none of the games I drew it so far).
I've since added Warstorm Surge , because that card can do stupid things once you get something like Glen Elendra Pranksters or other bounce and some ramp or control creatures. I've added Ambush Viper to go along with that. Swapped those for Llanowar Elves (in our meta often not dependable ramp since it's too fragile) and Briarhorn , since it having flash mattered less for the creatures it could look up and Yasova can usually steal enough interesting creatures with just 4 power.
Apart from the tutors I'm considering adding Purphoros, God of the Forge , since the incremental damage can quickly add up and the +1/+0 is actually really nice for Yasova, but I only have one copy of Purph and it's a key part of my Wort, the Raidmother deck.

Darth_Savage on Putrit Extinction

3 months ago

Surprise deathtouch is better than obvious deathtouch, in game one anyway, so cards like Ambush Viper or Blacklance Paragon can be used as a removal spell more easily than Deadly Recluse for example.

This though isn't the biggest issue with your deck. Your mana curve is skewed towards three drops and you have no ramp. If you want to keep a potential deathtoucher then Deathcap Cultivator would be an option, but you are likely better with Elvish Mystic or similar. Without some form of ramp, your deck isn't doing much until turn three or four, which isn't a great place to be.

You can play creatures with deathtouch, but this is an answer, not a win condition, a deathtouch creature is a removal spell on a body. Against a deck which leans heavily on first strike, Indestructible or a deck that wants to win without creatures your deathtouchers become ineffective. "A deck has a strategy. A goal. A plan. It's directly employing overall tactics." - Gavin Verhey, this quote comes from https://magic.wizards.com/en/articles/archive/beyond-basics/my-most-important-deck-building-rule-2018-02-08

I'd suggest you have a read of the article, it's solid advice and better than what I can provide here or on reddit...

moremanawins on ☣ sтσяяεv, вσσм-тεη∂εя - $50 ∂εcктεcн ☣

4 months ago

Sweet deck. A few possible bombs and things that would be synergistic. 1. Hogaak, Arisen Necropolis 2. Sisters of Stone Death 3. Leyline Prowler 4. Ambush Viper 5. Tetzimoc, Primal Death aka the gift that keeps on giving. 6. Harvester of Souls 7. Terastodon or as my friends call him T-Nasty. 8. God-Eternal Bontu anyways +1

Scarlet2009 on A green-blue snake deck who ...

6 months ago

you don't need to capitalize "tap" every time. but why bother tapping down an opponents creature when you can aim for just removing them entirely? that would be way more efficient. you can splash black for removal spells like Assassin's Trophy . or if lands are too expensive to add a third color, use counterspells like Mana Leak , or other creature removal like Beast Within or Ambush Viper

SMASHER101 on Help! BG Deathtouch Deck

10 months ago

Graveblade Marauder was in my old deathtouch and lifelink deck. Otherwise I would suggest not playing Zulaport Cutthroat because it only triggers on your opponent's creatures.

My sudggestions for improvement:

+2 Ambush Viper flash + deathtouch is good

+2 Poison-Tip Archer you said this worked well so play 4

+4 Blood Artist More of the same effect is good

+1 Rancor amazing card

+4 Grave Titan better win con than varaska.

+4 narnum renegade better 1 mana deathtoucher

+4 Graveblade Marauder I like this card in deathtouch decks

+21 cards

-2 Gorgon Recluse too high mana cost and no way to madness it.

-2 Vraska the Unseen too slow of a win con.

-3 Pharika's Chosen narnum renegade is better.

-2 Nyx Weaver has no synergy here.

-1 Hythonia the Cruel too slow and expensive.

-2 Primal Rage

-3 Unholy Strength

-2 Wreath of Geists

-2 Boar Umbra

-2 Reaper of the Wilds Blood Artist is better and you have to pay to give this deathtouch.

-21 cards

auras are not good unless they are put on hexproof creatures. Except for Rancor that card is great because it returns to your hand. Pump spells are not great outside of stompy and infect decks.

SMASHER101 on Aggro Deathtouch Deck (NEED HELP IMPROVING!)

10 months ago

+2 Ambush Viper flash + deathtouch is good

+2 Poison-Tip Archer you said this worked well so play 4

+4 Blood Artist More of the same effect is good

+1 Rancor amazing card

+4 Grave Titan better win con than varaska.

+4 narnum renegade better 1 mana deathtoucher

+4 Graveblade Marauder I like this card in deathtouch decks

+21 cards

-2 Gorgon Recluse too high mana cost and no way to madness it.

-2 Vraska the Unseen too slow of a win con.

-3 Pharika's Chosen narnum renegade is better.

-2 Nyx Weaver has no synergy here.

-1 Hythonia the Cruel too slow and expensive.

-2 Primal Rage

-3 Unholy Strength

-2 Wreath of Geists

-2 Boar Umbra

-2 Reaper of the Wilds Blood Artist is better and you have to pay to give this deathtouch.

-21 cards

auras are not good unless they are put on hexproof creatures. Except for Rancor that card is great because it returns to your hand. Pump spells are not great outside of stompy and infect decks.

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