Slither Blade

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Slither Blade

Creature — Naga Rogue

Slither Blade can't be blocked

king-saproling on Faerie Dragon Bear

3 months ago

Looks like a fun deck. I see you're pretty dedicated to the faerie theme which is rad, but I think if you wanted to improve the deck power-wise you could swap out some of the high-cost creatures for evasive 1-drops like Slither Blade, Mist-Cloaked Herald, Gudul Lurker, etc. The more 1-drops you have, the higher your odds to play 1 on turn 1 and 2 on turn 2, then you will be primed to make 3 faerie tokens when Halsin drops on turn 4.

You might consider these cards too: Bident of Thassa, Edric, Spymaster of Trest, Coastal Piracy, Toski, Bearer of Secrets, Reconnaissance Mission, Ohran Frostfang, Druids' Repository, Storm the Citadel

wallisface on

3 months ago

So, I think you need to translate what you’re doing to magic archetypes. Your current deck appears to be trying to do 3 things at once that are all in conflict with each-other:

  • Control: control decks need 3 things to be successful, (1) efficient spells, (2) card advantage, (3) spell density. You’re not going to be able to build a control deck here, because you’re forcing yourself to use weak countermagic. Added to that, you have almost no way to gain card advantage, and have too many non-control pieces in the deck to make this viable.

  • Wizard-Tribal: requires good creature synergy, and the ability to cast a lot of spells (as well as being aggressive). Your current Wizard selection isn’t ideal for this, and your spell choices don’t work well with the tribe at all.

  • Damage Redirection: requires building around Boros Reckoner and Blasphemous Act effects. I’m sure your theming-enforcing will make this impossible.

Currently, from a mtg perspective, you have too much going on here - your deck is an array of half-constructed archetypes that don’t work. You have to remember that this “aikido” theme is something that just exists in your head (that is, an opponent is never going to guess that’s what your deck is doing). Whatever your plan, it needs to work in mtg-terms (because that’s the game we’re playing!).

As for your other consideration, it’s just more disjointed ideas, Slither Blade doesn’t work with anything you’re currently doing, and requires on-damage triggers. Eidolon of the Great Revel wants to exist in an aggro/burn deck. Eternal of Harsh Truths needs to be in a deck with lots of killspells to guarantee making contact.

I think that you need to focus on ensuring you have a clear archetype/vision within a mtg framework. Focusing on aikido as an idea has left your deck very disjointed and lacking direction/synergy.

9-lives on

3 months ago

Maybe Slither Blade?

Guerric on Too Many Merfolk!

6 months ago

I have pondered building Kumena many times, and I have some thoughts which I think will help! To begin with, when playing any weenie deck whether merfolk or otherwise, the best thing you can do is just draw boatloads of cards by attacking with small evasive creatures with Coastal Piracy, Bident of Thassa, or Reconnaissance Mission out. These cards will keep your hand flooded with cards and therefore options and you will love them. For this reason, don't sleep on small evasive merfolk like Mist-Cloaked Herald, Slither Blade, and others. Playing Tetsuko Umezawa, Fugitive will help all your weenies get through. Deeproot Waters is a must play enchantment that will give you tokens for every merfolk you cast, giving you more stuff to do with Kumena. You also want to play more ramp here, and you don't need too many artifacts other than Sol Ring because you are in green. You can add Kodama's Reach, Nature's Lore, Three Visits, Skyshroud Claim, Explosive Vegetation, etc. Dorks like Elvish Mystic are also good here since they ramp Kumena out a turn early. Altogether these can ramp you into game-winning cards like Genesis Wave and Kindred Summons, which will absolutely wreck your opponents.

bomb_arie on Umezawa's Demons

7 months ago

I like what you did with the Demon theme. Some good cards here that really are supporting the deck. I have a feeling that you are running a low count of cheap evasive creatures. These are really a must playing this commander and every mana counts if you want your deck to be competitive.

So cards like Gudul Lurker or Slither Blade playable for only and Tormented Soul for only are really worth a slot because they are sometimes better than Flying or Shadow.

And if you are running Crypt Ghast for ramp my advise is playing Nirkana Revenant as a back up. And speaking of back-ups, what I am going to add to my deck are cards like Vampire Charmseeker or Possessed Skaab can help to return your combo pieces form the graveyard when going infinite.

I'll keep an eye on your deck and see how it evolves.

Guerric on Ezuri 2.0

7 months ago

You seem combo hesitant, but I would still encourage you to put Sage of Hours back in. It would be excessive if you put in twenty tutors for it and tried to rush it, but sometimes the game just needs to end, and Sage is a win out of nowhere card.

Since you're running Triumph of the Hordes you are clearly not averse to infect, so I'd go ahead and put in at least Blighted Agent if not a couple of others. This can be another way to knock out a player who is about to win and turn the tide of the game. I'm also a little surprised not to see Hadana's Climb  Flip, which synergizes with your deck perfectly.

Also, it is clear you are trying to focus on one-sided board wipes, so why not Ezuri's Predation? I mean, wouldn't it be wrong not to include what might be the most flavorful card for this deck?

Also, this is a bit granular, but I'd just replace Withstand Death and like cards with counterspells like the original and Arcane Denial. They can protect your commander just as well, but can also stop a lot of other problematic things.

If I were building this I might lean into Reconnaissance Mission/Edric, Spymaster of Trest type cards with a few unblockables like Mist-Cloaked Herald and Slither Blade.

Overall you seem to have a pretty good and synergistic list, but some of the above suggestions might help you shore it up a bit.

9-lives on

7 months ago

Removed Izzet Charm, Mana Leak and Slither Blade and Thing in the Ice  Flip and Electrostatic Field. Now I have a Boros manabase. Much better. Added the forthcoming Monastery Mentor, Soulfire Grand Master, and I think that Gideon's Sacrifice will be useful. Removed Shock and Lightning Strike. Replaced with 4x Lava Spike.

9-lives on HELL MILL

7 months ago

If you really want to use your mill as player damage tactic, we could have Slither Blade and Paranoid Delusions, cipher Paranoid Delusions onto the Slither Blade. Each connected hit would make Paranoid Delusions cast. Unless your Slither Blade is removed from game, it is also a way to consistently remove cards with a low MV of one blue for the Slither Blade and one blue and one black with the Paranoid Delusions. I'm not saying this si a good idea, just throwing things out there that you might find an affinity towards. Any and all mill would help if you want to win fast, and the opponent wouldn't be expecting you to mill from combat damage. Think of this as a slow chipping away while waiting for bigger spells, as most of your mill spells are somewhat MV heavy.

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