Ohran Viper

Ohran Viper

Snow Creature — Snake

Whenever Ohran Viper deals combat damage to a creature, destroy that creature at end of combat.

Whenever Ohran Viper deals combat damage to a player, you may draw a card.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Commander 2015 (C15) Rare
Duel Decks: Jace vs. Vraska (DDM) Rare
Coldsnap (CSP) Rare

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Ohran Viper Discussion

Inkmoth on Yeva Draw-Grow (Budget)

2 months ago

For those who're following the thread, Uzeep's questions were answered via Discord. However, the main thing I wanted to address in his comment is his mention of tutoring Shaman of Forgotten Ways. It is NEVER in our gameplan to tutor this, so we never care about where this card is until we've established Infinite Mana and an Outlet, only then do we look for kill loops which is also when the sky's the limit.

Due to his region certain cards were unavailable, so we also brewed up some changes to rectify this. His variation will be exactly the same with the following exceptions:

Creature (6)

Enchantment (3)

Instant (2)

TheVectornaut on Blue Green Something

3 months ago

I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.

1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.

2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.

3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets  Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.

I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!

slashdotdash on 5 color no theme deck

5 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

General_Pasta on Queen Marchesa: Politics, Aikido, and Control

6 months ago

Perhaps this has been discussed before, but how viable would a 5-color deck of a similar style be? Playing green and blue might increase your threat level, but you'd have access to: Propaganda, Reins of Power, Sudden Substitution, Collective Restraint, Gahiji, Honored One, Marisi, Breaker of the Coil, Illusionist's Gambit, Dissipation Field, Aura Thief, Narset's Reversal, Ohran Viper, Elephant Grass and more. Maybe O-Kagachi, Vengeful Kami as commander?

WolfishHat on Rainbow Snow

7 months ago

I appreciate the suggestions. So far Flooremoji the Ohran Viper has been stuck in my hand. It’s 3cmc competes with Dead of Winter, Glacial Revelation, and Blood Moon. I am debating replacing them with Icehide Golem or Boreal Druid.

Flooremoji on Rainbow Snow

7 months ago

You can probably cut Diamond Faerie for 1 more Glacial Rev and one mana removal like Skred :)

If your mana can support it, Frostwalk Bastion can be a great manland.

How has Ohran Viper preformed for you?

Inkmoth on Nylea, Shoot for the Stars (cEDH)

9 months ago

GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.

These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.

I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.

Inkmoth on Yeva Draw-Grow

1 year ago

l13199l Thanks for sticking around! Makes me sad when green doesn't get the rep it deserves. Oakhame has been a phenomenal draw engine and has yet to cost me 4. I guess if my meta stopped playing green I'd swap Ohran Viper back in.

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