|Commander / EDH||Legal|
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|Mercadian Masques (MMQ)||Uncommon|
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Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play.
Snake Pit Discussion
1 month ago
It all depends on who you're using as the commander. If you're using Hapatra, Vizier of Poisons you'll really want to focus it down. Are you looking for the -1/-1 counter part of it or the 1/1 snake tokens? Hapatra can go off very quickly with snakes.
-Credit to akumawerewolf for his great Hapatra combo list.
6 months ago
Love the title!
Elemental Bond and Soul of the Harvest might serve as strong card draw engines for you here since green is good at making big monsters. Runic Armasaur is also an option and pretty cheap since he’s under appreciated lol.
And if you play against a lot of blue or black deck Snake Pit is just a fun way to accumulate bodies while they play spells. Maybe even Evolutionary Leap to trade in those snakes for something more impactful.
Hopefully some of that helps! Love the choice of commander and how it’s looking so far though. Can’t wait to hear from DrkNinja how you smashed his face lol
6 months ago
You could always do the crazy thing and cut Craterhoof Behemoth for the snake creature you want. (Can’t remember her name haha) I know he’s good but you already have pretty high over run potential so I feel like maybe he isn’t strictly necessary when compared to sheer card advantage the other girl will get you. And I don’t know how often you play against blue or black... but have you considered Snake Pit . Probably not necessary but it’s on theme haha
1 year ago
Alright, this will probably be my last batch until new (non-Un)cards get spoiled. Since the deck seems to be in a state of what I recently learned is called Pareto optimality (https://www.smbc-comics.com/comic/pareto-romantic), in the sense that most cards fill an important role that makes it difficult to exchange them for something too different without breaking the deck, and the alternatives within the same niches tend to either miss some important feature or are too (meta-)conditional... which brings me to the cards:
Spinerock Knoll/Windbrisk Heights/Mosswort Bridge: compromises your ramp a bit for some conditional card advantage. The conditions for casting the card should pop up fairly frequently in this deck. Also has some minor synergy with Oracle of Mul Daya by letting you pseudo-scry away an inappropriate topdeck card
Nature's Will: Like giving each of your creatures a Sword of Feast and Famine, kind of. Also hates on the local counterspell/Leyline of Anticipation user. I like it because it ties together the deck's land subtheme & beatdown
Misc/weird token generators
Stormfront Riders: Potentially repeatably recast ETB dorks, letting you get a bit more mileage out them, while getting some extra tokens. As a bonus, if you let the creature itself stay on the battlefield it'll complement Teferi's Protection by providing another source of resiliency vs Cyclonic Rift
Ezuri's Predation: Another mass removal option that also happens to synergize with token gifting, but a bit unreliable because it can't kill fatties without the Beasts being boosted by other cards
(Genesis Chamber): Low cmc and ties into the group slug theme, but the deck can't abuse it too hard in its current state
(Beacon of Creation): Green Sun's distant and less successful relative
(Snake Pit): Obviously heavily meta-dependent but could be very nice in the right group
Potential Queen Ant replacements
(Night Soil): Low cmc, low activation cost and graveyard hate to boot, but meta-dependent.
Twilight Drover: More (flying) tokens per mana than the Queen. Synergizes with the token gifting and also Skullclamp. It should get counters pretty reliably throughout people's turns, but otherwise Curse of Predation and, to a greater extent, Orzhov Advokist makes it a bit more reliable. (Also tutorable with the Recruiters.)
Ulasht, the Hate Seed: More immediate alternative to Twilight Drover. A decent chunk of the deck will give it initial counters via color (although only Dragon Broodmother generates multiple gruul tokens for double counters) and it can use the same two cards as the Drover to refill its ammo. The damage ability provides some backup point removal which is hard to have too much of, and as a very cute bonus it synergizes with Hornet Nest by letting you ping it at the end of each turn for an extra value token, assuming the Nest isn't already damaged. (Even cuter is the fact that toughness-boosting cards like Mirari's Wake & Mirror Entity will increase the maximum amount of value tokens you can get per turn.) (Also tutorable with the Recruiters.)
(Sigarda, Heron's Grace): Again, meta-dependent. Aside from yourself and its own tokens, it gives hexproof to eight cards in the current deck. Even with Knight of the Reliquary sacrificing lands, I dunno if you put enough cards in your graveyard that you don't want to recur later to make this worthwhile. (Although it should be noted that the graveyard cards don't have to be creatures.) Body-wise I'd say 1 less power for flying is a good deal
1 year ago
green - Fertile Imagination, Fists of Ironwood, Spontaneous Generation, Squirrel Nest, Saproling Symbiosis, Chatter of the Squirrel, Cobra Trap, Fresh Meat, Nissa, Voice of Zendikar, Bestial Menace, Night Soil, Parallel Evolution, Snake Pit,
multicolored - Seed Spark, Aura Mutation, AEther Mutation, Sorin, Lord of Innistrad, Migratory Route, Dovescape, Call, Thopter Foundry, Supply, Abzan Ascendancy, Fable of Wolf and Owl, Flurry of Wings,
2 years ago
Okay, so I like the ramp that is in there, but I think you could leverage some things for late game that aren't currently in the deck, mainly Songs of the Damned, but in that vein, you should probably have a Dark Ritual or something akin to that in there too.
I think you'll need some answers if someone smacks you with a Melira, Sylvok Outcast or Thief of Blood (you know I have both lmao). With that, you could add a few from: Ultimate Price, Victim of Night, Terror, or Dark Banishing. If you really want a end-game winning spell, there is also always Plague Wind, but I really doubt you'll need it. I think you'll be wiping out most stuff pretty easily.
Things you have in your maybe board that I think are worth it: Deity of Scars, Awakening Zone, and Grim Affliction.
I think you can safely cut: Tamiyo's Journal, Tireless Tracker, Regal Force, From Beyond, Zulaport Cutthroat, and Wretched Confluence.
I get the appeal of the snake tribal. If you want to expand it, there's Snake Pit and Sakura-Tribe Elder. But, as it is, I think cutting it honestly wouldn't hurt you too much. Otherwise, I think you should expand it to really take advantage of tribal (Coat of Arms type things).
Other things I thought of looking though this you could add: Traverse the Ulvenwald, Mycoloth, Verdant Force, Regrowth, and Pathbreaker Ibex.
2 years ago
Seshiro is one of my favorites. Here are some considerations that might fill gaps:
Avoid Fate, Raking Canopy, Seedborn Muse, Snake Umbra, Bear Umbra, Frontier Siege, Stonehoof Chieftain, Hall of Gemstone, Skullwinder, Praetor's Counsel, Seed the Land, Endless Swarm, Zendikar Resurgent, Shamanic Revelation, Snake Pit, Rhonas's monument, Nylea, God of the Hunt and/or Rhonas the Indomitable.
Forests are a risky Gauntlet to give out, maybe downgrade to Caged Sun if meta is heavy green.
Haven't used Mouth / Feed yet but probably a decent source of cards.
2 years ago
Your mana base is obviously not complete, so I won't comment on that yet :)
Obviously some cuts are in order. My first thoughts on things worth removing: Cobra Trap, Fog, Naturalize, Genesis Wave, Rampant Growth, Time of Need, Verdant Confluence, Doubling Season (Parallel Lives is better here and much cheaper in terms of $$$), Gaea's Anthem, Ongoing Investigation, Snake Pit (depends on meta), Blade of Selves (snakes can't carry blades), Brass Herald, and a lot of creatures (take your pick).
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