Creature — Snake
Discard a card: Noose Constrictor gets +1/+1 until end of turn.
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Noose Constrictor Discussion
1 day ago
4 days ago
So the first thing is what we already spoke about and that is not enough land. The deck as is needs about 22 lands, and depending on if you keep the Lilly's in, maybe even 24. So depending on which way you want to take it will determine how many more land you need.
I think you can cut the Gift of Paradise. They can just be 4 more land. The Channeler Initiate are all the ramp you really need in this deck. I'm also not a fan of the monuments. They don't really help what you're trying to do, and take a turn to do anything, and then they only do little. I don't think they're worth the spot.
I also don't think this is the deck for Plague Belcher. I know he gives you the -1 counter, but besides that, his other ability isn't relevant.
Sixth Sense may not be the best card draw here. In order for it to work, you need to do combat damage to a player. The majority of your threats don't have any kind of evasion, so if they get chump blocked, you get no card. The only real chance is if you enchant a death touch snake... that isn't really good either.
I think you need to have cards like Noose Constrictor, Archfiend of Ifnir, and Ruthless Sniper. They let you discard cards and create -1 counters in multiples- which gives you multiple snakes, or in the case of the Nest of Scarabs, TONS on scarabs. If you have the archfiend out with the nest and the constrictor, you discard 3 cards to the snake, make it a 5\5, give all your opponents creatures three -1\ -1 counters and you get 3x the number of creatures they control in Scarabs. You add Hapatra to the mix and you get to add 3x the snakes as well. That's going wide in a big way.
The last card I think is a must in here is Key to the City. It makes Hapatra unblockable so you can get in combat damage and give a -1 counter and get a snake. If the archfiend is out, it gives all your opponents creatures a -1 counter. And best of all, it's extra card draw to help you keep cards in your hand.
Oh- you might want to consider Crocodile of the Crossing as well. Another good card for this deck.
I'm telling you now that I'm going to build some variety of this deck... I've been trying to break the archfiend recently, but with red instead.. this way seems better, so we'll see how it goes.
4 days ago
I'm not sold on Archfiend of Ifnir at all; turn-5 is way too late to initiate a removal plan let alone a removal plan that uses -1/-1 counters which rely on having both a healthy hand AND a discard outlet in play. Ruthless Sniper has a similar removal ability, but dependence on TWO other factors, being a full hand AND a discard outlet, makes me want to forget the concept all together. With your curve and lack of true card advantage spells, by turn-5, even with a discard outlet, you probably won't have enough of a hand to take care of any opposing threats.
I like Cryptbreaker a lot, but his janky token generation and ability cost seems too slow. Playing him turn-1 seems good, but then you give up tempo to make a 2/2 dude that just dies to all of the best removal in Standard right now. Insolent Neonate has more synergistic tempo with your deck, Gnarlwood Dryad is like a poor-man's Standard Tarmogoyf fitting well with your discard theme, and Sanitarium Skeleton provides a stupid amount of utility as discard fodder or chump blocker. I would also consider playing around with other synergistic 1-drops like Groundskeeper (potentially bonkers with these cycle lands) and Bomat Courier (has synergy with Shadow of the Grave as well as just fits with your theme).
My only other real reservation is Tormenting Voice, especially as a 4-of. It isn't card advantage, requires something like Flameblade Adept on the field to get the most value out of it, and 'dat sorcery speed... I think that with some tweaks and additions instant speed card advantage is much better. If you get a dude like Sanitarium Skeleton in here consider Altar's Reap or Merciless Resolve. Succumb to Temptation is also an option AND, considering you're running 3 colors, look at Painful Truths.
The winning combo, or synergy really, is a full hand holding Shadow of the Grave with a Noose Constrictor on the field ready to attack. Swing with the snake, discard 7 for +7/+7, play SotG, then discard 7 again for +14/+14 total potentially put your opponent at 4 life by turn 3. Having Flameblade Adept out is even better for you.
+8 1-2 CMC Synergistic Dudes+4 Pure Draw Spells
1 week ago
ive been playing a similar list. Fiery Temper off of Brawler, Cathartic Reunion, or even collective defiance makes it main board essential. I think Noose Constrictor might be a better fit than Harsh Mentor as well.
1 week ago
Flinging Noose Constrictor wouldn't work, as you don't get discard triggers from just cycling cards, it has to be activated through the constrictor itself. A suggestion from me would be Flameblade Adept, as it does grow with cycling.
1 week ago
1 week ago
Thanks for the help! I see what you mean about the lack of a definite strategy, and your embalm deck strategy definitely seems like a strong one - a couple of Noose Constrictor and Trueheart Duelist in this deck could definitely help to ramp the number of creatures I have early game. I'll also switch out some of the smaller creatures out for more bulky ones to cast with Champion of Rhonas and move some of the less necessary cards to a sideboard to cut the card count down to 60. Thanks again! :)
1 week ago
these are all great cards, and you've put them together nicely. You want to focus on a theme though, like here, you have stuff like Champion of Rhonas that would work so well with high mana creatures.
IMO, you should focus on tokens. For tokens, running strategies like embalm would work. For example, Noose Constrictor to discard embalmers (which are Trueheart Duelist, Sacred Cat, Anointer Priest, etc), and then using Anointed Procession, you keep getting double tokens. For planeswalkers, Nissa, Vital Force is powerful, but Nissa, Nature's Artisan is not as necessary.
I would also suggest cutting down to 60 cards, to maximize your consistency (E.g. trying to draw 1 Vizier of the Menagerie out of a 60 card deck versus out of a 10000 card deck i.e. you want to have the lowest deck size possible so you can consistently draw your important cards)
and the good thing is, this is very budget friendly. If you want, you can take a look at my bant embalm that i've been working on, An Amalgamation of the Embalmed. the main difference is that I run blue, allowing me to use powerful walkers like Tamiyo, Field Researcher, and good cards for tokens like Aven Wind Guide.
I hope you enjoy this game as much as I do! good luck =)