Hey you! Yeah you. Have you been looking for an extremely resilient token deck that doesn't put up with your opponents bull? Well you have come to the right place as our lady Hapatra, Vizier of Poisons is ready to make your opponents weep salty tears of rage. Without further ado let's begin.

So let's start with the elephant in the room, Infect. I know how much fun it can be to surprise someone with a Triumph of the Hordes but my group and myself included, don't particularly like infect. As such, I'll be steering away from it for this deck. There is one exception to this but we'll get there in win cons.

This deck will play as a traditional token deck which attempts to leverage it's removal to force through with the small army of snakes that you will producing with the aid of Hapatra, Vizier of Poisons. Her first ability is decent as it allows the creation of a blocker earlier on, but the second ability is where the fun begins. A deck where removal doubles as token producer can be ridiculous, but relatively slow.

I think I went a bit overboard with the next section but if you have the time, look down below for my long, drawn out explanation for my decisions.

What's EDH without enough boardwipes to drive your friends insane? Yeah, these don't always fill the same roll but they will slowly destroy an opposing board while building your own. Either way, They fill in nicely and work towards the mutual destruction of the table.

Carnifex Demon: A solid beater, that creates a ton of snakes, and can be used as a dump for all of those excess -1/-1 counters.

Harbinger of Night: A slower option that hits the whole board. He doesn't make friends with anyone and if your not careful he will wipe out your commander. Shouldn't be too much of an issue, but know that it will add up if you let it.

Midnight Banshee: This is the card that Harbinger of Night wants to be. Only hits your opponents and provides a solid body to work with.

Black Sun's Zenith: Massive boardwipe that creates snakes and other pesky tokens with items like Flourishing Defenses or Nest of Scarabs makes this a great way to close a game.

Contagion Engine: I love contagion engine. It's just so freaking efficient here. It sets up an opponent with a full board of -1/-1 counters and then triples it. Throw this down against the token deck and watch them rage.

Thornbite Staff: Remember Goblin Sharpshooter + Basilisk Collar? Yeah, that was a stupidly broken combo. We don't exactly have the lifelink here, but we have a ton of deathtouch snakes that can be used to machine gun down an entire board. After that, it's easy to keep your opponents locked down for your final beatdown

So not everything we play is going to dump tokens at our feet and there are still going to be items that need to be addressed outside of creatures. As such, here's some of our more mundane removal

Grim Poppet: Being able to move counters so efficiently between creatures with this guy as the middle man almost allows you to double down on snake tokens. Just place all counters on this guy (up to 7 counters) and then throw them back out at your opponents board. It may make him easy to snipe, but the risk is generally worth the reward.

Skinrender

Terastodon: Cards like this allows us to target items that we otherwise wouldn't even be able to consider like enchantments and artifacts easily. You running Propaganda? I'll tell you what, here's an elephant instead.

Wickerbough Elder: Another sure fire way to make people at the table squirm. A decent sized body with room for plenty of counters to toss around. Artifact decks beware.

Attrition: Sac a creature and screw up a board. Short simple and to the point

Crumbling Ashes: This card will essentially read "once a turn, blow up a creature". It's like a free card:Doomblade every turn and that makes me insanely happy

Grave Pact: with all our sac engines, it makes sense to use Grave pact to force sac our opponents crap. Push ourselves forward with something like a Perilous Forays and this on the field to jump several turns ahead of the curve.

Incremental Blight: Snakes and potential kills, Just as simple as that

Spread the Sickness: Use this to take out something big and then rebuild your board.

Abrupt Decay: More unconditional removal

Serrated Arrows: use with proliferate cards or card:crumbling ash to take out enemies and produce snakes easily

Trigon of Corruption: Not quite as good as arrows in this deck, but fills a similar roll

Beast Within: Even more unconditional removal

Grim Affliction: Nigh perfect removal in our deck. Places a snake or 5 and then wipes out a utility creature.

Splendid Agony: Not nearly as good as Grim Affliction but fills a similar role

Krosan Grip: Screw Paradox Engine

While that is a lot of removal, that is simply because many of these are going to help create more snakes Others are targeting those pesky artifacts and Enchantments. Beast Within being the absolute best since it creates a creature to poison to death.

Blood Artist: With a sac engine this can pull insane value.

Zulaport Cutthroat: See Blood Artist

Yahenni, Undying Partisan: A little bit slower then others, but that hasty, indestructible beater is just really good.

Flesh-Eater Imp: yeah, that's the only Infect in the deck simply because saccing 10 snakes to take out someone is so simple and yet so effective

Beastmaster Ascension Obvious overrun's are obvious.

Seshiro the Anointed Tribal snake buff and card draw? More of this please!

Vraska the Unseen: Slow and durdly, but effective with this much removal to shut down the game.

We don't really need a that many finishers since people are afraid to attack with a single deathtouch creature (Let alone 20)on the field. Even then, when we need a finisher, we're probably going to get it.

There comes a point where you have so much to do and not enough mana. Well, we can fix that with some of these extremely powerful cards.

Black Market: We run so many sac engines and ways to kill creatures that this simple little enchantment can pick up and go.

Cryptolith Rite: Relatively cheap card that lets us use all of our snakes as a land of any color. Yes please

Ashnod's Altar: Pretty self explanatory. using your snakes to fuel things such as Thornbite Staff or either of our contagion pieces can be extremely handy.

Even With this grindy game we're playing, we need some value to stay in the game. Other than tokens we need some extra card draw and tutors to remain in the game. Hence these next cards.

Dusk Urchins: Another outlet of which to drop our counters on. On average, he'll fill the role of a Divination, but getting 3 counters and you have 1:1 card draw. That's a steal and a half.

Harvester of Souls: When your main goal is to kill creatures, this guy will keep the cards rolling

card:Seshiro the Annointed: Can't praise this card enough. He will close a game down if you have a good engine going

Sidisi, Undead Vizier: Are you playing Black? Are you not playing super Competitive? Then run this card. Even without recursion or bounce, This lady will fix issues in no time.

Necroskitter: Take all of those creatures you just destroyed and run them right back into their owners. I'll be honest to you and say that something this blue () brings a tear to my eye.

Pharika, God of Affliction: Graveyard hate for all of your Meren needs.

Deathreap Ritual: Removal + this guy, means a bit of extra advantage at the end of each turns

Fecundity: I've always been on the fence about this one since it can allow opponents to draw, but its' ignored for 2 reasons. one, it makes you a nice person and gets you less aggro. 2, we get a lot of card draw with this and a sac engine. Just don't windmill slam this card and hope for the best. You might ramp your foes a bit too quickly.

Perilous Forays: Sac engine that propels us farther into the game for a rather minute cost.

Phyrexian Arena: A classic draw engine of which I absolutely adore. Its' just so nice having an extra card each turn

Diabolic Tutor: Looking through your library is a very powerful effect which can sway a game far into your favor. try grabbing a Black Sun's Zenith or Grave Pact Those will usually get you some of the best results here.

Harmonize: Green draw... Not really much more to say here.

Green Sun's Zenith: Creature tutor's are great and this is no exception. Find your Carnifex Demon or a Wickerbough Elder to get those counter sinks and removal.

Skullclamp: Sac engines are great. Card draw is great. Putting the two together, Fan-Freaking-Tastic. You can almost never go wrong with a skullclamp

Contagion Clasp: We freaking love proliferate in this deck since it adds to much to the board.

Contagion Engine: Clasp's older, tougher, nastier brother. This will screw up the board as mentioned earlier and is always a terrifying sight from the other side of the table.

Cauldron of Souls: Full recursion for all of our non-token creatures alongside some tokens being thrown back down. This makes a great way to keep your creatures out of the graveyard.

Flourishing Defenses: I saved the best cards for last. You see, this card will effectively function like a second Hapatra except much harder to remove. Even then, have them both on the field and you'll have twice the tokens to throw around.

Nest of Scarabs: See Flourishing Defense.

Blowfly Infestation: This gets absolutely insane with a lot of tiny creatures. Use this in tandem with some excess snakes, and either Blood Artist or Zulaport Cutthroat to end a game on the spot.

Quite a bit longer than I expected. Might want to look into that.

my land package is really boring and it needs some love but for the moment, it works rather well for me. Anywho, Enjoy your new snake hoard

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Date added 7 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

25 - 0 Rares

31 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.58
Tokens Assassin 1/1 B w/ Player Killer, Beast 3/3 G, Elephant 3/3 G, Elf Warrior 1/1 G, Enchantment Snake 1/1 BG, Insect 1/1 B, Snake 1/1 G, Snake 1/1 G w/ Deathtouch, Worm 1/1 BG
Folders Cool EDH Decks
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