Welcome to Mamba Madness

Hi there! Welcome to the primer of this Golgari, wither, snake-token deck; commanded by Hapatra, Vizier of Poisons. For millennia, the plane of Amonkhet has been ruled over by a vast pantheon of ancient gods. During this time, while the gods protected it from outside influences, they battled amongst themselves often, and many a war was fought during their continual quest for more power. One such god, Rhonas (the god of Strength), found himself seeking the council of mortals, to gain an edge in tactical thinking outside the viewpoint of those whose existence by default was everlasting. The potential benefits of such aid were plentiful; especially since its usefulness would probably escape the notice of aloof deities, that considered mortal beings only worthy of notice when they paid them tribute. Rhonas’ quest led him to discover a human woman, whose political insights, natural leadership skills and quirky sense of humor impressed him. Combined with a vast intelligence, excellent skill at poison-craft, and her aptitude at extracting various lethal venoms from a variety of animals (most notably, snakes), he found in her a counselor and assassin that served his needs.

Unfortunately, during Hapatra’s tenure in these roles, Rhonas was killed by the Scorpion God. After zombification by Bolas, Rhonas was killed again by Gideon and his Blackblade. This left Hapatra masterless, but definitely not powerless. Quite the opposite, in fact. Rhonas had repaid her service, by granting her magical means to vastly increase the potency of her powers and skills. Now, the lethality of her poisons could not be matched by any other mortal. Her favorite was not just deadly and withering, but contained a magical ability to create venomous snakes out of the life-force the poison drained from its victims. This proved so effective, that the many creatures that make up her private army, have now coated their weapons, claws and fangs with it. So, one had best be careful not to provoke her, in order to prevent one from being overwhelmed by a poisonous, writhing mass of scales and fangs!

This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this primer; hope you will enjoy it!

Deathtouch is arguably one of the best, most feared creature abilities out there, because it insta-kills anything non-indestructible that blocks it. Now imagine you’re not facing a few creatures with said ability, but an entire army of them AND their master who can create more of them based on just granting other creatures -1/-1 counters. This is a rather terrifying prospect for opponents by itself, but it gets even better. Hapatra has CMC2, which ensures she can hit the field well before most other commanders can. It’s quite likely, that this will lead to the first deathtouch snakes arriving during turn three. Her cheap casting cost also makes her relatively easy to resummon, in the event she gets killed.

The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Resilience: indicates the measure in which the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 3

Just a few mana resources in this one, as the average casting cost of stuff in this deck isn’t that high, nor does it need lots of mana for activating abilities. In total, it features three dorks, two rocks, one card that can generate mana through exiling lands, two cards that enable tokens to generate mana by tapping and one card that generates treasure based on creatures dying.

Ramp: 2

As mentioned in the previous section, this deck isn’t in a grand hurry to conjure up large sums of mana, so the same goes for additional lands. Therefore, it only contain three ramp options (one of which, can be repeated every turn).

Card Advantage: 4

The ability to draw on lots of new stuff during games, is what makes EDH-decks exciting to play (more so than modern- or standard decks, because every card in them is unique). Seven options to draw more cards are in here, six of which are repeatable. On top of this, the deck includes three tutors and two cards with which opposing permanents can be stolen.

Overall speed: 4

Kick-starting this deck is relatively easy, mostly because of how fast Snakey-lady can join the field. Once she has arrived, a multitude of steps can be taken to increase the deck’s battlefield presence fast. Let’s also not forget, that the deck has some cheap teeth in the form of non-permanents to fight off the opposition. Combine this with a modicum of good resources, and one is in for a treat, performance-wise.

Combo: 2

A few have been included, to spice things up a little. Most of them resolve around getting infinite ETB/LTB triggers and use that for draining purposes, forcing opponents to sacrifice all their stuff or to simple draw one’s deck.

Army: 4

Though the deck doesn’t contain much in terms of battlecruisers, boy do its creatures have an impact on the state of things. Aside from card:Hapatra, Vizier of Poison|Hapatra’s snakes, which are terrifying enough by themselves, many creatures in here have the power to wither others into oblivion. These are supported by a plethora of drainers, assassins and token generators.

Commander: 3

Without its commander, this deck can still mess things up brilliantly when facing opposing decks. However, her ability to generate creatures with deathtouch makes life a lot easier, so it’s definitely preferably to have her around, versus her not being there at all.

Interaction: 5

The bread and butter of this deck! In order to get snakes, the deck needs wither effects; preferably wither effects that can be deployed on opposing forces. Twelve of these have been included, along with a few that can only be used on the deck’s own creatures (hey, these still generate snakes!). A lot of creatures are expected to die, so abilities that drain opponents as a result of that are legion (nine options). Aside from this, the deck contains some destruction options, some forced sacrifice and some theft.

Resilience: 4

Quite a decent amount of life-gain going on in this deck; nine different options. Aside from that, two recursion cards have been included.

Spellpower: 3

A bit more focus on permanents rather than one-use spells, but still, some honorable mentions should go out to a few very strong enchantments and sorceries which can cause mass opposing sacrifice, mass draw, mass drain, mass wither and mass boost.


Total power score: 34

We can safely say that this deck will perform admirably in most circumstances. Plenty of resources to go around, great at destroying opposing stuff while creating an excellent board-presence for itself; all without the need for copious amounts of prerequisites. Facing discard-, mill- or spell-slinging decks could in some cases prove problematic for it, but most other strategies can be dealt with.

Primarily, this deck aims to win through the application of combat damage to opponents. In order to reach them more easily, we either need to get rid of opposing creatures that block our way OR we need to make them very reluctant to block our creatures in the first place. Fortunately, Hapatra, Vizier of Poisons can help us with both, in that she can generate snakes with the deathtouch ability, which makes blocking (or getting blocked by) them a very perilous endeavor.

Secondly, the deck aims to profit from the deaths of its creatures as well as the deaths of opposing creatures. For this, it’s not even strictly necessary to attack with the snakes generated by Hapatra (although we still definitely want them to be created though). Profit from their deaths can be obtained in terms of mana, card-draw, token generation and most notably, lots and lots of pain, forced-sacrifice and drain!

In general, we’re going to try and aim for an early Hapatra, with the first snakes appearing soon after she’s entered the field. These can be brought forth through the allocation of -1/-1 tokens, which can be done by other creatures, but also through the use of non-permanents. Snakes will be kept as defenders at first, while the deck builds up in other ways; namely through resources that benefit from creatures dying. Once these have arrived, the deck will switch to offensive mode and wreack havoc with opposing creatures before drowning opponents in scales and fangs.

At least three cards in the starting hand ought to be lands (or two lands and a cheap-to-cast rock (like Arcane Signet or Sol Ring) or a cheap ramp card like Exploration, Nature's Lore or Three Visits. It is recommended not to start a game without this hand; even if one has to mulligan down to three cards. The ideal hand would also contain some additional ramp and/or low-cost draw options or maybe a cheap life-gain opportunity.

During the first phase of a game, this deck will strive to accomplish the summoning of Hapatra to the field at the earliest convenience and get some snake-generation kicked off. We want this happening early, because most players will be very reluctant to engage opponents that can block with deathtouch; especially during early game phases as losses sustained are harder to recover from. If at all possible, we’ll also try to obtain spells that allow us to benefit from the deaths of creatures.

Some basic resources should appear first. Aside from the ones mentioned above, try to get a dork online, like Birds of Paradise, Channeler Initiate or Elves of Deep Shadow. If you have enough mana on turn two to summon Hapatra, do it (more resourcing can wait for the subsequent turns). During the turn after Hapatra arrived, try to use her in an attack against an opponent who doesn’t have defenses yet OR use a spell/other creature that distributes -1/-1 tokens, to have Hapatra generate her first deathtouch snake. Some good creatures to start with include Ammit Eternal, Baleful Ammit, Necroskitter and Obelisk Spider. We can also use enchantments to help out, like Blowfly Infestation, or even non-permanents like Grim Affliction and Splendid Agony.

For some early reactions on deaths that either benefit us or harms the opposition, we can have Blood Artist, Pitiless Plunderer, Poison-Tip Archer, Zulaport Cutthroat or even Meren of Clan Nel Toth enter the field.

When some defenses have been put in place, it’s time to use any surplus snakes Hapatra can generate in some other creative ways than just as attackers or blockers. First off, we can use them as mana dorks, should the occasion call for it, by summoning cards like Cryptolith Rite or Jaheira, Friend of the Forest. We can also use them to eliminate creatures without actually attacking/blocking with them. The snakes can assassinate other creatures in a ‘fight’, orchestrated by Ulvenwald Tracker. Another way path to assassination, is to equip one of the snakes with Viridian Longbow (as weird as that sounds).

Attacking with the non-surplus snakes however, should continue and should be made more effective when possible. The snakes’ deathtouch-ability for instance, can be exploited via Fynn, the Fangbearer or Hooded Blightfang. When snakes die as the result of an attack, they can still cause havoc amongst opposing lines when they’re being supported by cards like Dictate of Erebos and Grave Pact. In case the snakes connect directly with opponents and deal damage, we can increase the usefulness of this by having it result in more draw for us, through cards like Seshiro the Anointed or Toski, Bearer of Secrets.

By now, the amount of -1/-1 counters that can be distributed per turn has increased. With Hapatra around, this leads to even more snakes. Creatures within the deck that can contribute to this include Carnifex Demon, Massacre Girl, Known Killer and Plaguemaw Beast. Contagion Engine can greatly expand on the counter-distribution as well. Then there are non-permanents like Black Sun's Zenith and Incremental Blight that can really apply the wither-hurt. The reward of all these efforts can be doubled, by getting Parallel Lives onto the battlefield. There’s other token generators in the deck that benefit from this too, like Chatterfang, Squirrel General and Nest of Scarabs.

It’s time to end things. With enough creatures around, we can summon Craterhoof Behemoth or cast a huge Finale of Devastation and attack with an army of humungous snakes. We can also ensure nothing that gets killed by our snakes ever truly dies and comes back into our service through the use of Grave Betrayal. Once opposing creatures have been dealt with, the ultimate ability of Vraska, Golgari Queen can also be used to kill off opponents. In cases where that’s still not good enough, one of the deck’s infinite combos can deal the killing blow.

  • Hapatra, Vizier of Poisons/Nest of Scarabs + Blowfly Infestation: Hapatra, Vizier of Poisons/Nest of Scarabs must be on the battlefield and Blowfly Infestation must be on the battlefield. You control at least two other creatures with toughness equal to one. You have a way to put a -1/-1 counter on a creature.
    1. Put a -1/-1 counter on any creature you control with toughness equal to one.
    2. The creature dies as a state-based action due to having zero toughness.
    3. Hapatra/Nest and Blowfly Infestation trigger.
    4. Resolve the Hapatra trigger, creating a 1/1 Snake creature token.
    5. Resolve the Blowfly Infestation trigger, putting a -1/-1 counter on any creature you control with toughness equal to one.
    Rinse and repeat for infinite death triggers, infinite ETB’s and infinite LTB’s.
  • Hapatra, Vizier of Poisons/Nest of Scarabs + Yawgmoth, Thran Physician + Blood Artist/Zulaport Cutthroat: Hapatra, Vizier of Poisons/Nest of Scarabs must be on the battlefield. Yawgmoth, Thran Physician must be on the battlefield. Blood Artist/Zulaport Cutthroat must be on the battlefield. You control at least one additional creature. Your life total is at least 2. An opponent controls a creature.
    1. Activate Yawgmoth by paying 1 life and sacrificing a creature, targeting any creature an opponent controls.
    2. The sacrificed creature dies, triggering Zulaport Cutthroat, causing each opponent to lose 1 life and you to gain 1 life.
    3. Resolve the Yawgmoth ability, putting a -1/-1 counter on a creature an opponent controls, and causing you to draw a card.
    4. Hapatra's second ability triggers, creating a 1/1 Snake creature token.
    Repeat. This can destroy all creatures opponents control, destroy any creature that enters the battlefield under an opponent's control, infinite -1/-1 counters, near-infinite card draw, near-infinite death triggers, near-infinite draw triggers, near-infinite ETB, near-infinite life-gain triggers, near-infinite life loss, near-infinite LTB and near-infinite sacrifice triggers.
  • Devoted Druid + Quillspike: Devoted Druid must be on the battlefield. Quillspike must be on the battlefield. Devoted Druid does not have summoning sickness.
    1. Activate Devoted Druid's first ability by tapping it, adding .
    2. Activate Devoted Druid's second ability by putting a -1/-1 counter on it, untapping itself.
    3. Activate Quillspike by paying and removing a -1/-1 counter from Devoted Druid, giving Quillspike +3/+3 until end of turn.
    Repeat for an infinitely large Quillspike until the end of turn.
  • Chatterfang, Squirrel General + Pitiless Plunderer: Chatterfang, Squirrel General must be on the battlefield. Pitiless Plunderer must be on the battlefield. You control at least two additional Squirrels. Mana needed: .
    1. Activate Chatterfang by paying and sacrificing two other Squirrels.
    2. The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens.
    3. Activate a Treasure token by tapping and sacrificing it, adding .
    Repeat. Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. Infinite colored mana, infinite death triggers, infinite ETB, infinite LTB, infinite sacrifice triggers, infinite treasure tokens. Reduce all opponents' creatures to 0 toughness.

Reliable sources of mana, and some utility:

The cards used to accelerate mana-availability:

The mechanisms that provide card advantage:

Let the -1/-1 counters flow!

Some things we just cannot allow continuing to exist.

  • Abrupt Decay: hide your low-cmc but high-value stuff!
  • Assassin's Trophy: it dies … but have a land.
  • Grave Pact: we lose some, you lose some.
  • Krosan Grip: forget about it, it’s as good as gone.
  • Maelstrom Pulse: non-land permanents beware! Especially when there’s more than one of the same.
  • Putrefy: it’s not just gone, … it’s already rotten!
  • The Meathook Massacre: unfortunately, it’s massive debuf ability is not an actual wither-effect, but it’s still plenty powerful; not to mention what it does when stuff actually dies.
  • Ulvenwald Tracker: it matches up opposing creatures to deathtouch creatures; turning such a confrontation into a draw at least.
  • Blood Artist: whenever something dies, he extracts their controllers’ blood to paint art.
  • Hooded Blightfang: deals a crazy amount of damage (and gets us a similar amount of life) whenever Hapatra’s snakes attack.
  • Mirkwood Bats: the many, many tokens that are created and killed in this deck will lead to so much drain with these winged pals.
  • Poison-Tip Archer: her arrows dipped in something lethal, ready to strike your stuff dead.
  • Zulaport Cutthroat: unlike Artist, he drains all, instead of just one.

All the wonderful cards we couldn’t fit in any of the above categories:

  • Aphelia, Viper Whisperer: Hapatra can use some help when it comes to generating Snakes; not to mention with the distributing of more pain than one can possibly imagine!
  • Beastmaster Ascension: potentially turns the deck’s snakes into much stronger behemoths (not to mention the rest of the creatures in there).
  • Chatterfang, Squirrel General: every snake comes with a free squirrel! Also synergizes well with treasure token generation.
  • Craterhoof Behemoth: picture an army of fifty, poisonous 6-feet snakes. Got it? Good. Now picture that same thing, only this time the snakes are 50 times bigger!
  • Deathrite Shaman: the ultimate recycling enabler, using opposing graveyards for raw materials.
  • Fynn, the Fangbearer: the snakes just got twice as poisonous.
  • Lightning Greaves/Swiftfoot Boots: Hapatra’s footwear; excellent for evading opposing spells.
  • Maha, Its Feathers Night: makes it very easy to kill creatures with -1/-1 counters.
  • Meren of Clan Nel Toth: death is final? Nah!
  • Nest of Scarabs: with disease come flesh-eating insects, intent on devouring your innards.
  • Parallel Lives: more tokens? Hell yes!
  • Sudden Spoiling: the answer to: how do we kill creatures with hexproof and indestructible?
  • Vhati il-Dal: a 10/10 requires a lot of -1/-1 counters to kill off, but a 10/1 creature only requires one.
  • Viridian Longbow: equip this to creature with deathtouch and watch opposing creatures crumble.
  • Vraska the Unseen: both with ultimate abilities that can potentially end games within a few turns.
  • Corrosive Mentor: considered but not added because only black creatures would be affected (which would exclude all of Hapatra’s snakes).
  • Crumbling Ashes: currently looking for one, haven’t come across one yet.
  • Flourishing Defenses: fun but the deck already features plenty of cheaper token generation.
  • Generous Patron: very cool card, but there’s enough card-advantage opportunity in the deck for now. If it’s ever found lacking, this card will be seriously considered.
  • Second Harvest: nice card to suddenly double snake tokens, but hasn’t really been needed thus far while operating the deck; it already seems to generate plenty of tokens without this.
  • Stinging Shot: excellent card, but too specific as it needs a flying creature before it becomes effective.
  • Triumph of the Hordes: has been banned by our playgroup.
  • Wickerbough Elder: was part of the deck in the past, but traded in for a cheaper non-permanent that could get rid of cards.

Appreciate the time you took to read this primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

Suggestions

Updates Add

Comments

97% Casual

Competitive

Revision 1 See all

(1 week ago)

+1 Forest main
+1 Swamp main
Date added 1 week
Last updated 6 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

44 - 0 Rares

19 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.05
Tokens Emblem Vraska, Golgari Queen, Experience Token, Human Cleric 1/1 WB, Insect 1/1 B, Snake 1/1 B, Snake 1/1 G, Snake 1/1 G w/ Deathtouch, Squirrel 1/1 G, Treasure
Votes
Ignored suggestions
Shared with
Views