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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
5 days ago
Seedborn Muse+Orrey=Prophet of Kruphix
That mana base could use some real help. Here are some cheaper upgrades
1 week ago
seshiro_of_the_orochi I love the suggestions, the only problem my not TOO series is basically all budget, not to mention I'm usually never casting Mulldrifter for anything other than it's evoke cost, meaning I really only have one 4 drop (Thragtusk). I might add Mystic Snake though...
2 weeks ago
Animar is my favorite! +1 from me
One sure-fire way to build up +1/+1 counters on animar is to bounce your own creatures and play them again. Shrieking Drake is an all-star. It can target itself then be played again. Rather than playing a 4cmc creature and giving animar only one counter, instead play Shrieking Drake three times then the 4cmc creature and animar has 4 counters! Dream Stalker and Man-o'-War are good for redundancy. Cloudstone Curio is by far the best artifact you can run in animar for the same reason. Ancestral Statue is the #1 artifact creature; once you have four counters on animar this lil guy goes infinite!
I'd shoot to get your creature count up to 35+. Once animar gets huge you likely won't need the artifacts that make things cheaper. Chlorophant I'd take out since it's kinda slow, as is Argentum Armor, Goblin Game, etc
You have a decent amount of instants and sorceries. Maybe swap those into creatures that do similar effects? Mystic Snake, Draining Whelk, Inferno Titan, Flametongue Kavu, Duplicant, Phyrexian Ingester, etc. Shock and Lightning Strike can be underwhelming in multiplayer, but are decent in 1v1. Depends on what you're going for. If you're truly going for counterspells and burn; Riku of Two Reflections might be the better commander, but I personally love animar beatdown tactics
Here's my animar deck for you to check out for ideas. If you get a chance please upvote and tell me what you think! It's not perfect; but it's fun af and can outright win turns 3-4.
2 weeks ago
As a more detailed comment from the one I made the other day-
Part I) Cards to remove and why:
A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.
B) Storm Sculptor- Basically the same reason as Angler Drake.
C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.
Part II) Cards to consider removing and why:
A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.
B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid
C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.
D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.
E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.
F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.
G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.
Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:
A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.
B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.
C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.
D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.
E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.
F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.
G) Stealer of Secrets- Another small dude that gets you card advantage early on.
Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.
A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.
B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.
C) Dissolve- Yeah it's another counter spell but this one lets you scry.
D) Voyage's End- Removes a threat and lets you scry.
E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.
F) Phyrexian Ingester- Blue Duplicant.
G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!
H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.
I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)
J) Reality Shift- Cheap exile effect with an insignificant drawback.
K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.
L) Rapid Hybridization- Same as Pongify.
M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.
N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.
O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.
P) Krosan Grip- Good cheap removal.
Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.
R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.
S) Evacuation- The blue version of a board wipe.
Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.
A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.
B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.
C) Archaeomancer- You want this almost as much as you want eternal witness.
D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.
E) Equilibrium- Works on both your creatures and your opponent's.
F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.
G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.
H) Nephalia Smuggler- Reliable flicker effect.
I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.
J) Omenspeaker- Same as the owl.
G) Cryptic Annelid- More scrying.
H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.
I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?
J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?
K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.
Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.
A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.
B) Rogue's Passage- Why is this not already in here?
C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).
Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).
B) Genesis- Bringing back your dead creatures is usually a good thing.
C) Sphinx Ambassador- Fun big card.
D) Colossal Whale- Another fun big card.
E) Hunter's Insight- Easy way to get a good amount of card advantage.
F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.
G) Artful Dodge- More unblockable.
H) Boundless Realms- ALL THE RAMP
I) Protective Bubble- The blue whispersilk cloak.
J) Aqueous Form-Unblockable AND scry
K) Into the Wilds- More ramp is nice.
The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.
1 month ago
First pass at cuts.
Ankle Shanker, Baleful Strix, Bloodbraid Elf, Cromat, Daxos of Meletis, Dimir Doppelganger, Edric, Spymaster of Trest, Enigma Sphinx, Etherium-Horn Sorcerer, Giltspire Avenger, Harmonic Sliver, Jenara, Asura of War, Juniper Order Ranger, Knight of New Alara, Kresh the Bloodbraided, Lightning Angel, Madrush Cyclops, Magister Sphinx, Mantis Rider, Master Biomancer, Mystic Snake, O-Kagachi, Vengeful Kami, Oloro, Ageless Ascetic, Pharika's Mender, Progenitor Mimic, Progenitus, Qasali Pridemage, Rubinia Soulsinger, Ruhan of the Fomori, Samut, Voice of Dissent, Shadowmage Infiltrator, Sharuum the Hegemon, Solemn Simulacrum, Stoic Angel, Surrak Dragonclaw, The Mimeoplasm, Thraximundar, Transguild Courier, Vulturous Zombie, Wall of Denial, Wasitora, Nekoru Queen, Witch-Maw Nephilim
Ajani, Mentor of Heroes, Bant Charm, Behemoth Sledge, Catch / Release, Citanul Flute, Counterflux, Crackling Doom, Crime/Punishment, Crosis's Charm, Cruel Ultimatum, Darksteel Ingot, Dreadbore, Dromar's Charm, Erratic Portal, Esper Charm, Expedition Map, Fellwar Stone, Fist of Suns, Flying Crane Technique, Fractured Identity, Ghirapur Orrery, Golgari Charm, Helm of Awakening, Hindering Light, Hunting Grounds, Mortify, Obzedat's Aid, Panharmonicon, Plasm Capture, Prophetic Bolt, Psychic Strike, Rakdos Charm, Render Silent, Signal the Clans, Spinal Embrace, Terminate, Unscythe, Killer of Kings, Utter End, Voidslime
This leaves you with 114 cards. Though I didn't really consider curve when I made these cuts so I don't know what will happen to that. Regardless, this would be my first pass at cuts.
1 month ago
Caller of the Claw and Soul of New Phyrexia can help against boardwipes, or you can just counter them with guys like Mystic Snake, Draining Whelk, or Glen Elendra Archmage. Genesis or Greenwarden of Murasa can help you recover from wraths.
Also, I recommend running fewer mana rocks, and more creatures that fetch lands. Farhaven Elf, Wood Elves, Sakura-Tribe Elder, and so on. Most green ramp is just as good as, if not better than, most mana rocks, and the ramp attached to creatures works better with your commander, anyway.
P.S. Sun Quan, Lord of Wu makes people die.
1 month ago
1 month ago
I would replace Mystic Snake with Spell Queller. It removes your dependence on green, costs 1 less mana, has flying, and has 1 more toughness than Mystic Snake. The only downside is the 4 mana limit (not a huge problem in modern) and the fact that the spell comes back if Spell Queller leaves the battlefield.
Interestingly enough, according to the rulings, "If Spell Queller leaves the battlefield before its enters-the-battlefield triggered ability resolves, its leaves-the-battlefield triggered ability triggers, resolves, and does nothing. Then its first triggered ability resolves and exiles the spell forever." so you could spend total 4 mana (the same as Mystic Snake) to cast Unsummon in response, thus getting 2 uses out of Spell Queller while permanently exiling the first spell.