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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.
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Ohran Viper Discussion
5 days ago
Silklash Spider would make a good addition to this list. High toughness value, and hates on flying creatures, which is exactly what Sidar Kondo wants.
Ayli, Eternal Pilgrim is another useful card to have. Ikra Shidiqi allows for some lifegain, and Ayli provides a sacrifice outlet (very useful) which translates into nearly unrestricted, repeatable removal (extremely useful).
Abzan Beastmaster is a very strong draw engine for this type of build.
Ohran Viper dissuades attackers when defending, and the card draw is nice if your opponents don't want to lose their more valuable creatures or chumps.
1 week ago
hookedonkronix: Thanks again for the good advice. I do already have an Ohran Viper and a Broodbirth Viper in the deck. I just acquired a Thunderfoot Baloth and am seriously considering it for here. And One with Nature sounds hilariously awesome...for me. I thought about Caller of the Pack, but decided to go with something that had more utility. I like it's beefiness, trample, and myriad, but I wanted more than just a body on the field.
1 week ago
Still working on my simic build. It took a different angle than your deck here but I found a few cards you might like to try in here. I'll link you to mine once I've put the finished touches on it.
2 months ago
I have a problem with inconsistent mill in that you don't have any control or way of knowing how you're impacting their gameplan. If you're milling a couple of cards here and there it feels like those slots would be better used on cards that will help you win, not just possibly hurt an opponent. Mill itself is fine, but I don't think you're dedicating enough to it to make it worthwhile.
The obvious thing to add would be more snakes since you're running so many cards that encourage attacking with them. Of the ones you're not playing you could add Honored Hydra, Lorescale Coatl, Ophidian, or Ohran Viper. The last two give you CA, and the first two are good big beaters with Hydra having the token as well. With the two I mentioned last post that a nice selection of potential additions.
5 months 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.
5 months ago
Cards to consider: Invisible Stalker, Ohran Viper, Slith Predator, Slith Strider, Sphinx Ambassador, Thada Adel, Acquisitor, Zhuge Jin, Wu Strategist, Strionic Resonator, Cyclonic Rift, Hunter's Insight, Veil of Secrecy, Hinterland Harbor, Rogue's Passage, Artful Dodge, Boundless Realms, Protective Bubble, Aqueous Form, Colossal Whale, Dissolve, Into the Wilds, Stealer of Secrets, Voyage's End
6 months ago
So I took a look at your list again, and I had some more advice to give.
Looking at your mana cost ratio, playing eight of each basic seems ineffective. I'd say go to 9 forests, 7 plains and 5 islands. This makes 21 lands. This leaves you three spots for Evolving Wilds or Terramorphic Expanse, but should be enough to cast your spells reliably. Defy death seems really weird here. Maybe try more three-, four- or five drops. Ohran Viper is very powerful, and Ramunap Hydra, though it needs some setup regarding the lands, is cool. Nessian Asp is very useful against flyers.
6 months ago
Saw your Reddit thread, but don't have a Reddit account so I figured I comment here. Long story short your early game is weak.
The first issue I see is lands. All of your nonbasic lands come into play tapped. This slows you down massively. There's plenty of nonbasics that come in untapped that won't murder your wallet, OG dual lands, fetches, & shocks aren't manditory. Command Tower, Opal Palace, Cinder Glade, Canopy Vista, Rootbound Crag, Sunpetal Grove, Battlefield Forge, & Karplusan Forest all enter untapped & all cost under $3. If you need to play taplands at least play the temple cycle from Theros block that gives you a scry, the most expensive of which in your colors being Temple of Plenty at $3
The second issue is ramp. A lot of your ramp is suboptimal even on a budget. Artifact ramp isn't that great when you're in green since many people will run artifact removal, but not many run land removal. I would cut all of the artifact ramp except for sol ring in favor of land ramp like Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Nature's Lore, & Farseek. I personally prefer my land ramp to cost 2 or less if spell based, 3 or less if creature based, and mana doublers at any cost. The nice thing about the elves above & guys like Yavimaya Elder is that after they get your lands they make great Skullclamp fodder & okay beaters if you have Elesh Norn.
Third finishers. I think you have too many "win conditions". You only need 6-8 Finisher Creatures that'll be what you win with, and you can even get away with less since your commander is a finisher itself. You currently have:Ant QueenAvengerChampion of LambholtDecimator of ProvincesDragonlair SpiderElesh NornMirror EntityMycolothJazal Omnath Rampaging BalothsRegal ForceYou don't need 12 big stompy beaters/token steroids. I'd personally cut Ant Queen, Baloths, Spider, Jazal, & Omnath. This leaves you with Avenger & Mycoloth in the make a ton of dudes category, Elesh Norn, Decimator, & Mirror Entity in the pump my army category, & Champion & Regal Force in the I'm a dumb beater for extreme value category. This gives you more room to run low costed utility dudes who will either find the Finisher you need, make get you to them faster, or disrupt your opponent. Guys like Reclamation Sage, Acidic Slime, Scavenging Ooze, Qasali Pridemage, Karmic Guide, Thalia, Heretic Cathar, Spellbreaker Behemoth, Fierce Empath, Tireless Tracker, Prowling Serpopard, Caustic Caterpillar, Elvish Visionary, Manglehorn, Ohran Viper, Aven Mindcensor, & Ulvenwald Tracker just some examples of cards you can add to assist your early game for under $5. If you're willing to spend a little more you can grab Eternal Witness or the new Mirri, Weatherlight Duelist who's price is currently in flux due to how new she is.
Fourth you have a lot of expensive spells that create a massive amount of small tokens. You don't need these. They only give you large numbers of tokens when you already have large numbers of dudes. These cards are "win more cards", in that they only help you when you're already winning. If you're behind & getting wrathed constantly, Deploy to the Front & Nomad's Assemby do absolutely nothing, you want cards that are good regardless of how the game's going. Avenger of Zendikar, Mycoloth, and Malrath should be all the tokens you need. Why dedicate tons of card slots to token production when you can dedicate it to ramp & have Malrath vomit out a similar amount of tokens for a similar cost? It's more card efficient & even if your opponent wraths you'll have a large pile of lands to recast Malrath & do it again.