Serpent of Yawning Depths

Serpent of Yawning Depths

Enchantment Creature — Serpent

Krakens, Leviathans, Octopuses, and Serpents you control can't be blocked except by Krakens, Leviathans, Octopuses, and Serpents.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Serpent of Yawning Depths Discussion

KBK7101 on Big Snek

5 days ago

Love Koma. Such a cool design.

I'd recommend thinking about adding Spawning Kraken . It makes all Koma's tokens make a BIG kraken token once they connect. A bit dependent on other cards, but synergizes insanely well with Serpent of Yawning Depths .

Daedalus19876 on NO STEP ON SNEK: Koma EDH [PRIMER]

3 weeks ago

grennpowerhouse: No worries! I've tested Elemental Bond and not found it to be great, since any Coastal Piracy effect does the trick better (if slightly slower). I also tested Serpent of Yawning Depths and found it to be only helpful when Koma is on the field (which is not true in all games). Same with Helm of the Host. I would run more token doublers if I could, but I can't find my real-life copy of Parallel Lives for some reason, and I don't want to pay for another copy given that I KNOW it's around somewhere XD

Thank you for the comment! No worries on delay.

grennpowerhouse on NO STEP ON SNEK: Koma EDH [PRIMER]

3 weeks ago

Have you thought about running Serpent of Yawning Depths , more token doublers, Elemental Bond and Helm of the Host

Sorry this was so delayed it totally slipped my mind

multimedia on Aesi precon upgrades [Help Needed]

4 weeks ago

Hey, well done upgrading the precon on a budget.

Some advice is to lower the mana curve by cutting several high CMC creatures (5 CMC or higher). Aesi, Meloku the Clouded Mirror , Tatyova, Benthic Druid , Rampaging Baloths , Avenger of Zendikar , Murkfiend Liege and Serpent of Yawning Depths are your best high CMC creatures.

An advantage that Aesi has is able to draw cards on your opponent's turns, if you can put a land onto the battlefield. Creatures who can tap to let you put a land from your hand onto the battlefield let you at instant speed do this effect thus you can do it during an opponent's turn. Simic Growth Chamber , Guildless Commons or Ghost Town can bounce themselves back to your hand. You can keep putting one of these lands onto the battlefield and draw with Aesi.

These are low CMC creatures who can first help to cast Aesi by putting lands from your hand onto the battlefield for ramp. Then when you control Aesi they're enablers with lands in your hand to draw cards. Because these creatures tap then they have great interaction with Retreat to Coralhelm and most with Murkfiend Liege . You can untap them, then potentially keep putting lands if you have in your hand onto the battlefield and drawing with Aesi.

Meloku the Clouded Mirror can be fuel to put lands into your hand to then put them onto the battlefield. If putting a land that ETB untapped then you can tap it for mana before you bounce it to pay for the activation to bounce it back to your hand.

These creatures can combo with Retreat to Coralhelm and if you're interested I can explain more in another comment. Good luck with your deck.

CannedCanOpener on Sea Monster Tribal

6 months ago

One thing I think you could definitely use is Serpent of Yawning Depths. It's not very commonly known due to it only being printed in the TBD Theme Boosters, but it's perfect in a Kraken/Leviathan/Octopus/Serpent tribal deck since you don't often find others running such creatures.

Heliogabale on Fork over your dinglehoppers

6 months ago

Hello! Commenting to make up for the person who did not follow the rules. ;)

Since you are already running Rogue's Passage, it could be fun to have Kukemssa Pirates as another rock-stealing ability.

If you are looking for an alternate wincon, I can see Mechanized Production being a good fin in here.

I agree with Daedalus19876 that you need more draw to keep this engine rolling, the two enchantments they suggested would be great, or Bident of Thassa as well.

I am not sure these planeswalkers are doing much for you. Mind's dilation seems greedy, a Quicksilver Amulet would go a long way helping you get these sea monsters on the battlefield before your turn so they can attack right away.

I would not run Emry in a deck that only has 10 artifacts. I would replace that and Fleet Swallower with Slinn Voda, the Rising Deep and Serpent of Yawning Depths.

Hope this helps!

TheVectornaut on Blue/White Life and Defenders

6 months ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

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