Saryth, the Viper's Fang
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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Saryth, the Viper's Fang

Legendary Creature — Human Warlock

Other tapped creatures you control have deathtouch.

Other untapped creatures you control have hexproof.

, : Untap another target creature or land you control.

Recommendations View more recommendations

outofnothing0 on Non-Alchoholic Patron

6 days ago

@Profet93:

-Yavimaya, Cradle of Growth actually has anti-synergy for this deck as it untaps ALL of my opponent's lands when I activate my commander's ability. If someone else plays one I try to destroy it with Beast Within or Acidic Slime as soon as possible.

-Deserted Temple is a maybe right now as I can already do that with green creatures like Voyaging Satyr and Saryth, the Viper's Fang which i can then untap to do it again which is insane...

Thanks for the suggestions!

Crow_Umbra on Laughing Lizard Likes Larceny

1 week ago

Bristly Bill kinda makes me want to try Mono-Green again. Last time I tried it was a General Green Goodstuff™️deck helmed by Saryth, the Viper's Fang. Kinda fun, but also fairly generic & unfocused. I was initially pretty hyped to build Yuma, Proud Protector before he was revealed, but felt a bit underwhelmed. I might revisit him, as I was considering converting my Lord Windgrace deck into Yuma.

I have the feeling that there will be plenty of Ninjutsu Felix decks, especially for ones that lean "give evasive creatures triggers". That's kinda the route I went with Brokkos, since he could mutate onto a small body host & turn it into a 6/6 Trampler. Depending on meta, smaller evasive creatures might have a hard time if you're experiencing lots of aggro crack back. Here's a general Scryfall search aggregate of combat damage triggers in Sultai.

Sultai Nashi is a pretty cool design. The pull between Rats & Legends kinda put me off from building it, especially once I saw most lists were more Rat focused. I'm a fan of repurposing decks into something else that can share mana and other key components. My decks most on my chopping block at the moment are Gylwain, Prosper, & Windgrace.

NV_1980 on .json and the Dargonauts

6 months ago

Pretty cool. I second Klipeda's comment! Some cards that might also be fun in here would be Shattergang Brothers, as they fit well with the sacrifice theme. In order to hit your opponents a bit more and thus benefit on a slightly more consistent basis from Ikra's ability, I'd say maybe Saryth, the Viper's Fang or Ohran Frostfang could be good.

ShadowAblaze on Golgari deathtouch

7 months ago

Hooded Blightfang and Fynn, the Fangbearer are must-haves if you plan to be playing mostly death touch creatures. They each make your creatures have more impact on their attacks.

Saryth, the Viper's Fang is great protection for your board while Chevill, Bane of Monsters can be a fun way to get card advantage.

Vraska, Swarm's Eminence creates tokens with death touch :)

idfkgabe on Coven of Autumn

9 months ago

Hey man, looks like a great deck. I come to give suggestions.

  1. Saryth, the Viper's Fang I believe this would be a good card to your deck because it helps let your creatures that are untapped are hexproof, while the creatures you control are tapped they have death touch.

2.Somberwald Sage pretty good at putting down your commander or big cards.

3.Fauna Shaman good at getting creatures in beginning of game or mid.

DreadKhan on Kresh of the savage horde

9 months ago

Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.

Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.

They're both small and random, but Temur Battle Rage and Tainted Strike can both turn your Commander into a 1 shot fairly easily.

If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.

I like Fight effects if I suspect I'll have the biggest body on the board, Ulvenwald Tracker, Domri, Anarch of Bolas, Kogla, the Titan Ape, and Thorn Mammoth are pretty good sources you can repeat.

Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!

Michigone on snakes, squirrels, and self-mill

9 months ago

I really want to play against this deck to test it out! This idea sounds super cool! Also, anyway to get some good untaps going in order to activate your commander multiple times per turn? I saw Patriar's Seal, I also like Thousand-Year Elixir, Saryth, the Viper's Fang, Instill Energy, Quest for Renewal, Illusionist's Bracers, Seedborn Muse, and Vitalize. There are probably other options out there

Helnas on Omnath locus of mana (opinions needed)

10 months ago

i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.

id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.

For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker

For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn

for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds

For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath

some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).

non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures

Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck

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