Creature — Cat Snake
Prowling Serpopard can't be countered.
Creature spells you control can't be countered.
|Have (2)||metalmagic , IcyLightning|
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|Commander / EDH||Legal|
Prowling Serpopard occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Prowling Serpopard Discussion
5 days ago
I love this deck! The majority of the episode was Ruric Thar smashing life totals left and right! Plus the time you played Prowling Serpopard, was so good against Jimmy!
1 week ago
Thank you for the suggestions criscofieldsforever! Yea, the one time I ran Selvala the deck definitely played more smoothly from the get-go.
Loxodon Smiter is a pet-card but it probably should be something that does more. I switched to Prowling Serpopard for protection from counters and this will give me a reason to finally pick one up.
Good call on Wispweaver and Sabertooth. Switched one to Woodland Bellower to find Serpopard or Wayward as needed and the other to Lumbering Battlement. I like the idea of casting him and then Day of Judgment so fingers crossed there is no exile removal in response!
Also Baru was not going to be doing as much work without Karametra always present so switched some stuff up and added Kytheon's Irregulars. Always wanted to play with them and I hope to make his tap ability into a political tool.
And Dragonlord Dromoka is a good suggestion but sadly she is too expensive for my wallet at this time.
1 week ago
I'm not big on singular fatties, preferring cards like Rampaging Baloths that make a sizable crowd sporting dad bod. Still, if you're having trouble with Wraths, evasion, and counters, you have plenty of options:
For Wraths: Heroic Intervention (so $, but so good!) and Wrap in Vigor (less $, but does get around anti protection tech like Shadowspear, but if your meta sees more Wraths with the "cannot regenerate" clause, not so good)
For Evasion: Gruul War Chant, Goblin War Drums, Pyreheart Wolf, Bellowing Tanglewurm, Angel's Trumpet, Fumiko the Lowblood, Avatar of Slaughter, Warmonger Hellkite, Grand Melee, and Trove of Temptation are all options.
4 weeks ago
1 month ago
Thanks for the feedback, Hexaflexagon. Both City of Solitude and Dosan the Falling Leaf have won me games. The cards are often underestimated and my opponent doesn't deal with them on their own turn and soon enough I've got Multani, Yavimaya's Avatar out and Craterhoof Behemoth dropping in or just playing Triumph of the Hordes and the game is over. The deck definitely surprises people.
Great card suggestions. I really like subbing in Prowling Serpopard. Architect of the Untamed might be dead weight too often. One of those, everything has to go right to really get the value from it. Retreat to Kazandu is something to consider. It brings the curve down, but I wouldn't mind replacing Paradox Engine with another more impactful five drop.
1 month ago
I really like your current list, for a start, especially City of Solitude. It was played against me once, and I hated it so much, that I actually liked it (after the game was over, of course).
To replace Paradox Engine, I suggest that you add in some more landfall effects such as Architect of the Untamed (although it might be too slow with the wrong hand), or Retreat to Kazandu (which I think is better, it gives you choices and can pump up Multani).
You could also try Crash of Rhino Beetles, but I don't really know what to replace for it.
I wish you and this deck luck (especially City of Solitude)
1 month ago
Goreclaw, Terror of Qal Sisma, Selvala, Heart of the Wilds, Regal Behemoth, Prowling Serpopard, and Omnath, Locus of Mana are some creatures I'd consider putting in some where. They can really help with with getting the Hungry Queen onto the battlefield super fast, and in regards to the serpopard, stops pesky counterspells. Not of This World has saved my Ghalta numerous times and no one suspects it. But over looks like a fun deck!
1 month ago
Hey Berryjon, thank you once again for producing another fun article.
I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.
First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.
But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.
Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.
Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:
Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.
Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.
As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D
So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)