Ophiomancer

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Ophiomancer

Creature — Human Shaman

At the beginning of each upkeep, if you control no Snakes, create a 1/1 black Snake creature token with deathtouch.

Agrippa91 on Soon May She Reign

1 month ago

Very nice synergies. While not playing EDH, I like playing similar decks that use cards from all the formats. Have you considered Anger as an additional creature to sacrifice and Priest of Forgotten Gods? I'd probably cut down on your instants and sorceries and while you're at it add Ponder and Preordain for the early curve as well as consistency. I really miss some consistent creature sacrifices. Have you ever considered Bloodghast or Ophiomancer?

Overall I feel like this deck needs to become a lot more creature-centric to fulfill the role it wants to play. Right now there are too few cards that follow that whole +1/+1-counter plan for it to be really good I feel.

Masterful on Necronomicon | Teysa Karlov | Primer

2 months ago

Housegheist Maybe Bennie is better than I'm giving him credit for, but even though he can trigger on our opponents' turns, he has a few downsides compared to our other draw engines. To trigger him on our opponents' turns, we need to have one of our 12 creatures that die and make tokens, Ophiomancer, or Urza's Saga. That means we have 14 ways to trigger him multiple times per round as long as we have a sac outlet. That's not bad, but in comparison, Grim Haruspex and Midnight Reaper have 31 ways to trigger since they count all of our creatures. I'd say its worth it if we can consistently play him for one mana early, but I don't know how often we can do that without testing him more first. That being said, I'll move him higher into my "considering" list in my head and update you when the full Baldur's Gate commander sets come out. A one mana creature that draws cards half as often as Grim Haruspex is quite good, but how often is he one mana? If you have any testing with him let me know.

kirbysan Deep Gnome Terramancer is insane. The fact that it gets dual lands, can trigger multiple times per round, doesn't care if our opponents have less lands than us, and HAS FLASH will make it a definite include. I'm not sure if I should cut Knight of the White Orchid for costing double white, Loyal Warhound for only getting basic plains tapped, Land Tax for being a non-creature utility card, or a fodder piece to have more ramp. I'm leaning towards Warhound or Land Tax since having more "only if the opponent has more lands" ramp technically has anti-synergy with this dude. With this dude and Black Market Connections, I'm super excited for what the rest of this set has to offer!

Zobi on No Hand Discard

4 months ago

Hehe, discard, what a great strategy.

Here are my recommendations for mass discard spells; Awaken the Erstwhile, Ill-Gotten Gains, Fraying Omnipotence and Delirium Skeins.

For black mana ramp, here is what I found; Spoils of Evil, Culling the Weak, Herald of Leshrac, Black Market and Cabal Ritual. Obliviously, they aren't putting lands into play, most are only giving you mana on the spot. You could also add mana rocks like Everflowing Chalice or some of the few black lands that ramp you a lot like Cabal Coffers with Urborg which are really expensive. I like the combo between Culling the Weak and Ophiomancer : create a snake with Ophiomancer and sacrifice it with Culling the Weak. Note: with Culling the Weak, you can sacrifice any number of creatures for 4 black mana each.

I hope it's going to help you, good luck with your deck LoneSniper72!

DreadKhan on Sheoldred, Whispering One (Commander) Mono-Black

4 months ago

Coffin Queen is pretty good reanimation that can hit any graveyard, so you can use it to exile stuff from opponent's graveyard. Ophiomancer is a source of bodies you can use to block or to sacrifice, with potentially one per upkeep. Ayara, First of Locthwain is a nice lower-budget Yawgmoth, Thran Physician, clearly worse but still relevant.

Have you thought about Gravecrawler as a repeatable reanimation effect? Wins with an Aristocrats payoff, even if you're not infinite (you do have Black Market, which isn't quite infintie but is probably close enough after a turn or 2). If you don't mind ending up infinite, Phyrexian Altar or Pitiless Plunderer very easily go infinite with Gravecrawler, and your Rider can generate bodies off it, since it's not a token. Something like Midnight Reaper can draw off the deaths, as can Grim Haruspex.

Ashnod's Altar is a very good card to look at, even if it's just generating mana. Demon of Dark Schemes can do some crazy stuff with a creature like Underworld Hermit, especially with some sacrifice driven mana generation this can be a mana/energy positive transaction, so it can go infinite potentially.

If you're not against tutoring, you could look at Expedition Map to help find Cabal Coffers or Urborg, Tomb of Yawgmoth. Black has lots of other good tutors, but not everyone likes playing with them.

Masterful on Necronomicon | Teysa Karlov | Primer

4 months ago

Foster_I_Am We can pretty consistently have a sac outlet. With Viscera Seer, Carrion Feeder, Yawgmoth, Thran Physician, Phyrexian Altar, and Ashnod's Altar, we have 5 repeatable sac outlets. We have 6 tutors that can fetch these as well, bringing our sources for repeatable sac up to 11. In addition to our many non-repeatable outlets like Phyrexian Tower or Village Rites, I find I usually have adequate outlet sources for sacking an Ophiomancer snake every turn.

Foster_I_Am on Necronomicon | Teysa Karlov | Primer

4 months ago

Hey Masterful QQ - You mentioned Ophiomancer can make 3+ tokens every round. That only works if you have a sac outlet or way to kill the Snake token before your turn ends correct? Otherwise, Ophiomancer's ability won't resolve when your opponent's turn starts (i.e. their upkeep).

I often find myself usually only making one Snake token, as it's not that common actually to have a sac outlet on the board in this deck - which is why I'm definitely keeping Spawning Pit in. However, a death touch token is awesome - and if it's killed I can just make another one on my opponent's next upkeep. Either way, great card!

Masterful on Necronomicon | Teysa Karlov | Primer

4 months ago

Cormix76 The current version runs really well for me. Not sure why you're having this problem, but here are my guesses:

  • The deck is fairly hard to play. You'll have to manage multiple triggers, stack your sacrifices, sacrifice in response to things, etc. It can take a while to pilot effectively, and even I don't play it at 100%.
  • Traditionally precons are pretty underpowered, but sometimes they can be strong. For ~$50, you can include a lot of powerful combo pieces, and several precon commanders are incredibly strong.

Just because they're playing upgraded precons doesn't mean you're at the same power level as them, and they might have more experience with their decks than you do with this one.

Eloniel On average, Priest of the Blessed Graf seems worse than our other token makers. Adeline, Resplendent Cathar and Ophiomancer both make 3+ tokens every round. If you can get 2+ tokens every round with it, it might be worth it. So maybe in heavy green metas, but otherwise I like our current token makers.

Foster_I_Am We have enough tutors and card draw to make our combo consistent. More combo pieces like these are fine when we're comboing off, but they lower our deck's grindiness and value when we draw them by themselves. Our focus with most of the deck is to assemble a value-engine to draw into a combo or drain them out.

plakjekaas on Questioning the Iona Banning

4 months ago

You didn't specify which deck you were playing when you bashed Mindbreak Trap. You were arguing that Iona would help the situation in the same paragraph, I assumed you were playing white. Rule of Law wouldn't prevent the Trap from being cast, it would prevent your plays being "countered for free, because, you know, blue" because 4 spells in a turn under Rule of Law is kinda hard to realize. Red Elemental Blast breaks the Mindbreak Trap in mono red.

Of course the blue player could play many artifacts to get out under Iona. If it's right to play Wurmcoil Engine in your deck, 40% of your deck will likely be colorless cards and you will shrug about Iona the way Ardenn, Intrepid Archaeologist shrugs about Null Rod. Just because you're not effected doesn't mean the card is not breaking something.

I once had a Heliod, Sun-Crowned mono white +1/+1 counter deck that really relied heavily on the Commander's ability to generate those counters. Then the Mogis, God of Slaughter player ramped out an Erebos, God of the Dead on turn 3, and got mana screwed after, never gathering enough devotion for my Swords to Plowshares to solve this Indestructible enchantment that was blocking out the very tactic I built my deck around. Now I know there's a few cards in white that could exile enchantments, but I'm not playing Forsake the Worldly when Shinewend has a similar function with a lot more synergy with my deck. My opponents wouldn't touch the player with Erebos, because it seemed to be completely immobilizing me. Yet I got by with a Mother of Runes, a True Conviction and my commander for player removal and went on to win that game after the Mogis player died.

My Juri, Master of the Revue deck got Leyline of the Voided, rendering all my Nether Traitor clones and Blood Artist variants useless for what they were supposed to do. Yet Ophiomancer, Goblin Bombardment and Impact Tremors made for a fast enough clock to make the leyline player regretting making themselves a target.

So yes, I think you're a bit of a drama queen for complaining this much about single card counterplays for your main strategy and how they shouldn't exist because you want to be able to do unimpeded what your deck is supposed to do.

Especially because at the same time, you started this topic to argue bringing back a card that does exactly that to others in a different deck you play.

You've said in this topic that Rest in Peace shouldn't exist in the format because specifically your archetype can't deal with it. At the same time you said Iona, Shield of Emeria being unbanned would "help the situation". You're both salty about being locked and advocating you should be able to lock others. And yet you don't see what's wrong with that, despite your superior reading comprehension.

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