|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Commander 2015 (C15)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Time Spiral "Timeshifted" (TSB)||Rare|
Combos Browse all
Creature — Snake
Flash (You may cast this spell at any time you could cast an instant.)
When Mystic Snake enters the battlefield, counter target spell.
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Mystic Snake Discussion
19 hours ago
Favorite Shard: Grixis
Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.
Favorite Wedge: Abzan
Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.
Favorite Allied Guild: Rakdos
Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.
I cannot wait to get my hands on Last One Standing.
Favorite Enemy Guild: Simic
This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.
I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.
2 weeks ago
I've run a Biovisionary wincon deck in EDH and modern deck and let me tell you, you are going to need some counter spells. It's the only thing that will reliably protect you from boardwipe, removal, and a lot of other hateful things. Get Mystic Snake, Counterspell, Dissolve maybe Plasm Capture (extra mana!). Also, Prophet of Kruphix is banned (RIP, my beloved.) You can replace it with Seedborn Muse and Teferi, Mage of Zhalfir, add Alchemist's Refuge, and Leyline of Anticipation. You're also going to want more mana ramp and card draw. I suggest fetch land creatures like Sakura-Tribe Elder and others like it because you want Momir triggers as often as possible. A late game rampant growth or cultivate is sad when you are searching for answers. Also, relying on non-land permanents like mana dorks and artifacts can leave you high and dry if the board gets wiped, so avoid them. If you must though, consider defender ramp like Axebane Guardian and Overgrown Battlement. They can be explosive with all the copy you have.
Kruphix, God of Horizons is awesome in a deck like this, coupled with Seedborn Muse and Rite of Replication? You'll have everything you need to win and have mana left for a counterspell. Consider tutors like Mystical Tutor to get what you need. But I find massive card draw will help you get there. Reliquary Tower and Library of Leng couldn't hurt either.
Strategically, my basic advice is that the clone approach is slow and will antagonize your opponents as the countdown begins. They'll wipe or remove as soon as they can and beat your face in the process. Making it all happen at once is your best bet. Counters, card draw, mana ramp, flash and untap will help win the game with Biovisionary consistently.
Sorry for the mouthful! Nice to see someone running a similar deck to me. GOOD LUCK!
1 month ago
Your welcome for the comment, I love talking commander so it's super fun for me.
To answer your question, I think you will find Mystic Snake, Stalking Leonin, Academy Elite, and Knight of the Reliquary underperformers in the deck. IMHO: Mystic Snake doesn't interact with Roon well. Stalking Leonin is very situational. Academy Elite is slow, mana heavy, and there are better ETB card draw options (i.e. Prime Speaker Zegana). Knight is a very good card, but not incredibly synergistic for this deck.
In addition to my earlier suggestions, if you don't mind being hated, Lavinia of the Tenth is a great way to lock up your opponents while your building up your board state (be ready for the hate though).
1 month ago
I've tried playing around with a blue/green ninja deck before, and I found Jhessian Infiltrator was a great fit for an evasive attacker. It also has enough power that it can take some swings at your opponent if you don't have anyone to ninjitsu out. Mystic Snake is likewise a great option, since getting to reset its counterspell ability can be very powerful. In terms of giving your ninjas evasion after they're already in play, Higure, the Still Wind, Rogue's Passage and Neurok Invisimancer are all good options.
You can see the build I settled on here: UG... ninjas.
1 month ago
2 Elvish Mystics is the same as none, I think. It's the kind of creature you bring 4 (or 8) of, because you really want to draw them on your opening hand, and their value drops fast after that.
Explore is an ok card, but with your low land count, you don't necessarily get anything out of it. Paying 2 mana to cycle a card isn't really a good deal.
It's not going to be easy for you to enable Jace's Phantasm. Sure, Hedron Crabs and Thought Scour can also hit your opponent, but then they don't hit you, and that means smaller wreath and Splinterfright.
Auras are pretty terrible in modern, even in a more casual meta, when played on creatures with no protective abilities. If you want to play those, you should consider something with hexproof.
Your deck is most likely going to fold to itself due to having too few creatures. In order to make Splinterfright into a 4/4, you need to drop something like 12 cards in your graveyard, and that's going to take some time. A higher number of creatures could solve that. For example, you could change Explore into Sakura-Tribe Elder (it gives you a land, and a dead body, which is also useful). Grapple with the Past could be exchanged for Tracker's Instincts... and Mana Leak for a couple of lands, and 2 Mystic Snakes.
1 month ago
You've got some great ideas here. I think you're spreading yourself a little thin with your game plan though. Perhaps, as you mentioned in your comment, stick to a counter strategy.
Zur's Weirding is a wacky card, but I'm not sure I agree it really works with this build - not win more, just kind of unnecessary. I think, if I were to approach it, I would build it with a primary focus on disruption:
Familiar's Ruse is hilarious in this build as it basically is a Counterspell that nets you another Counterspell when you bounce pretty much any of your creatures back to your hand so you can replay your Mystic Snake, Snapcaster Mage or any other of the creatures that have a pretty brutal disruptive effect.
I love the primal witness soft lock - I just don't think it fits here.
3 months ago
I have a blink deck in the same colours: Eternal Displaceness (finite combo flicker).
Though my deck isn't modern legal, you might like some cards out of it: Mystic Snake is just ridiculous with blink effects, and it's especially great with Displace and eternal witness. A card i really enjoy in my list is Battlefield Thaumaturge.