Creature — Snake
Discard a card: Noose Constrictor gets +1/+1 until end of turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Noose Constrictor Discussion
11 months ago
1 year ago
Looking at my strong timmyness, it's weird how much I like discarding cards. Noose Constrictor is such a great card.
Ravings of the Baloth
When ~ enters the battlefield and at the beginning of your upkeep, discard your hand. If you do, create an X/X green beast creature token.
Whenever a creature with power 4 or greater enters the battlefield under your control, if you didn't cast it, draw three cards.
The beast didn't know what had hurt it, but it definitely knew it would hunt down the source of its pain.
I really like Ding this. Repeat the challenge.
1 year ago
mlequesne, that is a great suggestion. I have indeed tried Vengevine already. In a deck with under 20 creatures, (many with higher than 2cmc) I found that the return from the graveyard was very hit and miss.
Turn 2 I could sometimes get lucky by playing either Wild Mongrel or Noose Constrictor and discarding vengevine and Basking Rootwalla, but overall it felt lackluster. Survival of the Fittest used to enable survivalvine decks back in the day but that card is banned unfortunately.
Thanks for the upvote! Cheers.
1 year ago
Sire Of Insanity is insanely good, and turns being ahead on the board into wins. Also quite inexpensive to purchase. Does great work when your deck plays from the graveyard
Terastodon is a 9/9 beater that solves 3 problems immediately. Also rather inexpensive to acquire. You can even nuke 3 of your own lands to get three 3/3's and one 9/9 for 18 swinging power on the field.
Protean Hulk isn't too expensive and is a fantastic choice if you have a creature based combo already in the deck.
Sheoldred, Whispering One is expensive to buy, but an absolute powerhouse in reanimator strategies. Sticking this on turn 3 can put you super far ahead.
Avatar of Woe can be great board control when reanimated early.
Massacre Wurm is about $2 after all the reprints, and while it isn't the best reanimation target, it can certainly bring the hurt for opponents.
Ancient Stone Idol is a 12/12 Trampler, no crazy effects but a massive beater that has a die trigger.
Most demons are decent choices. I'm a big fan of how Kuro, Pitlord can instantly clear a board, but his upkeep cost is kind of gross.
As far as budget reanimation cards, I'm a huge fan of Apprentice Necromancer for reanimation targets with ETB triggers. It works extremely well with Sun Titan, which is out of Korvold colors but a gross combo to be aware of nonetheless (Sun Tit ETB returns the Necro, the attack trigger returns something else too). I also like Life / Death which has lots of potential in Korvold (make lands into creatures, then sac creatures to draw tons of cards) outside of just reanimation. Animate Dead and Dance of the Dead are both inexpensive at around $5 and $10 respectively last I checked and are worth getting, they will be staples even in 100% optimized reanimator. Whisper, Blood Liturgist has nice use when you get Korvold sac triggers, but needs cheap token or reusable bodies to use consistently and is expensive to cast at 4 CMC. Victimize is a great card, but once again requires bodies on the field. Exhume is fast to cast but you usually want to pair it with graveyard removal or time it well. Dread Return is a useful card that does well with lots of bodies and can be used twice. Doomed Necromancer is great Korvold tech but slow at 3 CMC + summoning sick, usually activating on turn 4 or later.
Buried Alive is a phenomenal card that can enable reanimator strategies, a definite must-include.
Cheap discard outlets also help move fatties from your hand to the graveyard. I can recommend Putrid Imp as the GOAT, but also Tortured Existence, Wild Mongrel, Faithless Looting, Noose Constrictor and Fauna Shaman. You can also look to some one-time spells to help you discard, I recommend Collective Brutality and Smallpox especially. Bog Witch can work wonders in slower metas, but will be a cut when your deck gets more optimized.
1 year ago
1 year ago
3.) The Gitrog Monster has a lot of casual variations, but it gets busted in competitive EDH if you plan to go infinite with Dakmor Salvage and any of the various free repeatable discard outlets such as: Earsplitting Rats, Grotesque Hybrid, Noose Constrictor, Oblivion Crown, Olivia's Dragoon, Oona's Prowler, Patchwork Gnomes, Putrid Imp, Skirge Familiar, Trespasser il-Vec, Tunneler Wurm or Wild Mongrel.
Upon discarding the Dakmor Salvage, The Gitrog Monster allows you to draw a card which you can use to dredge the Dakmor Salvage back. As you can see you have an infinite mill loop, BUT for every land you mill, you also get a draw trigger from The Gitrog Monster. Not only that, but in your deck you have one or more of these grave-shuffle effects: Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre or Gaea's Blessing. Milling any of those cards puts all milled cards back into your library, so you can keep racking up draw triggers until you have your entire deck in your hand.
At this point you can free cast Lotus Petal and/or Dark Ritual and then shuffle them back into your library to draw again by discarding a grave shuffler followed by any number of lands in your hand to draw them back and repeat. You now have infinite mana of any color in your hand along with every card in your library in your hand and the ability to recast any card in your hand as many times as you want. Simplest method of winning is just to cast Walking Ballista for a million mana but really any card that causes a loss of life that can easily be put back in the grave upon use so you can cycle it back will work. Also if your opponents have something like Leyline of Sanctity or any other protection card you can freely cast and recast your Assassin's Trophy and/or Maelstrom Pulse as many times as you want to bypass the issue.
But what if they exile your Dakmor Salvage? Use Riftsweeper to get it back and if that fails use your back-up Mirror of Fate to recur it after you've milled your library thoroughly with some value engine like Mesmeric Orb. You basically have to also exile their recursion cards to remove the land for good or use Praetor's Grasp as a silver bullet.
Why not just use a removal spell or graveyard hate spell/ability while the first dredge trigger is on the stack to interrupt the combo? Well, that could work, but keep in mind if they discard a another land card while its on the stack they can dredge off of that and run through their combo all while removal is on the stack effectively bypassing any number of removal spells equal to the extra lands in their hand. By the time the removal spell as has resolved they will have infinite black mana from Dark Ritual and a Lotus Petal to cast afterward allowing them to just recast whatever was removed or just win by hard-casting the aforementioned Walking Ballista.
If Tormod's Crypt won't work you could use Rest in Peace or Planar Void to stop it, but these decks run so many Naturalize effects because they know that's the only real effective answer you have to stop it.
Oh, and get this. If you can't find a discard outlet you can use your discard step to discard down to hand size to go infinite and win the game that way as the discard step repeats if an ability is triggered due to discarding down to hand size. Which means all you really need is the land which you can find with all the black tutors and green provides its own land tutor effects as well. Given you're also in green playing a turn 2 or 3 The Gitrog Monster is fairly possible which can be the same turn you win on.
The deck is too consistent at winning. People don't play it though, because certain interactions get very complex in rules interactions which means you need a solid understanding of how to pilot it, and those who do know how to pilot it find it boring as winning can be so fast and consistent it doesn't even feel like you're playing Magic anymore. Also the deck can get pretty pricey to acquire all the cards you need. That combination of factors is why it doesn't see much play otherwise it would be banned straight out of existence if sanctioned competitive EDH tournaments were more common in my opinion.
1 year ago
-1 Reliquary Tower. I found I don't often find myself drawing so many cards that reliquary tower is needed.
-1 Tranquil Thicket was replaced with a cycling desert for some synergy with scavenger grounds.
-1 Wildest Dreams is nice for rebuying cards, but that's not really what this deck needs.
-1 Descendants' Path is fine for an extra snake every once in awhile, but doesn't really help the aggro plan. Plus, I found myself wanting some non-creature cards that this puts on the bottom sometimes.
-1 Asceticism is a really, really great effect. However, you have to leave so much mana open to utilize its full effect, and many sweepers in the format ignore regeneration anyways.
-1 Time of Need is a fun card to go tutor up one of the many legends in the deck, but it was just a little too slow in an aggro deck like this.
-1 Shisato, Whispering Hunter. I found myself never really having a big enough board where it would feel ok sacrificing a few snakes. When he does his thing, he's busted, and he'll be moving into my new Xyris deck where he should be much more comfortable.
+1 Scavenger Grounds, +1 Desert of the Indomitable I replaced a couple lands with this small concession to keep graveyard decks honest.
+1 Return of the Wildspeaker Two very relevant modes which are both great in creature-based green decks.
+1 Growing Rites of Itlimoc Flip Cheap cradle which may net a card in the process.
+1 Honored Hydra, +1 Noose Constrictor, +1 Moss Viper. A few ok creatures that all provide a little utility. Some will probably be upgraded to better creatures later on. The slightly higher creature count also allows for Itlimoc to hit more often, thought that is almost negligible.
1 year ago
I want to preface this with a couple of things. First, I'm not sure what power level you're building this deck for. I tend to build decks between 6-9, so some of my suggestions might not be the best fit. Second, based on the current price of the deck, I imagine this is more of a budget build. So I'll try to keep my recommendations within a decent price point.
Now, let's talk about what you've got. I don't want to pick apart your creature selection card by card. Rather, I want to know why you chose the creatures that you chose. Obviously, Kathril wants cards in your graveyard to have a bunch of keywords, but those creatures aren't always going to be there. You're going to need to play them some times. It's important that the creatures that you put in do something on the field too. I do want to call out a few cards that I feel like will not do what you want them to do.
- Gravebreaker Lamia: The CMC is much too high are what you're getting
- Night Incarnate: Same issue
- Anvil of Bogardan: You don't have a good way to make use of your opponents getting card advantage too
- Arguel's Blood Fast Flip: Doesn't do a lot
- Asceticism: It's a pricy card for a deck that should already be giving its stuff hexproof
I'm not seeing a wincon in here either. I know Kathril can be a big flying force, but if that is your main plan, you should be packing a pretty strong sub-strategy. I think hand destruction would be a strong choice for this deck. Cards like Oppression and Necrogen Mists give you a way to discard cards without making you fall behind. I saw Noose Constrictor in the maybeboard. That is a prime example of something that you should avoid. Yes, discarding a keyword-soup creature will help you with Kathril but you will not be getting a card's worth of value from that. When you discard a card, you want to make should that you are not falling behind. So, either everyone needs to discard too or you need to get a card back (like with Fauna Shaman).
Now, here's the fun bit. With group discard effects, there will be a lot of creatures in graveyards (or at least yours). I would run a suite of reanimation spells, Reanimate, Animate Dead, and even a finisher like Rise of the Dark Realms. This will turn already good discard effects into massive value.
Next, let's talk about ramp. A great way to work in ramp that isn't too pricy are two-drop rocks. In basically all of my decks, I run every signet and talisman (like Talisman of Resilience) that I can. In this deck, that's 6 cards of solid power. Also, Fellwar Stone goes in basically all my decks too. It's just solid. I also want to point out Knight of the White Orchid. It has a keyword that's relevant and ramps you. Also, it's not technically ramp but does a great job here, Life from the Loam.
Lastly, your removal needs work. I would try to work in some of the following because they are good and efficient.
Overall, I think you're well on your way to having a fun deck!!
If you want some inspiration of a hand-destruction/reanimation/aristocrats style deck, check out my Liliana deck here.