Enchantment — Aura
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Commander 2018 (C18)||Common|
|Planechase Anthology (PCA)||None|
|Planechase 2012 Edition (PC2)||Common|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
|Commander / EDH||Legal|
Snake Umbra occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Snake Umbra Discussion
4 days ago
Really depends on where you want to go with the deck, but I personally would take out counterspells and +1/+1 counters, focusing more on auras and creatures that synergize with enchantments (The Theros sets have a lot of those), I would go for things like Market Festival and Snake Umbra, alongside things like Satyr Enchanter which would all benefit from your commander. I would also take out all of the scry style effects and put in a lot of card draw and ramp, those two things are essential. If you still want to go the +1/+1 counters and proliferate route you might want some more planeswalkers(they benefit from proliferate), just brainstorming.
1 week ago
I run slimefoot as my favorite go to deck. Look up Optimus Slime Prime Time. A couple cards to heavily consider: Spontaneous Generation and Saproling Symbiosis. These two cards can produce saprolings in a hurry. I know cards like bankrupt in Blood and altars reap look good but Skullclamp is far better as essentially its cast and first use will net you exactly the same amount of cards as altars reap ans will only to continue to do so the longer it sticks around. The Best draw engine for slimefoot is Keen Sense. Each time you sac a saproling, it deals 1 damage to each opponent, meaning keen sense triggers three times for each saproling death, so you draw up to 3 cards per saproling. Snake Umbra does the same thing but with a little more protection and a small power boost at the expense of more mana. Seedborn Muse is a powerhouse in slimefoot as she allows you to just pump whatever mana you have into slimefoot or jade made to just churn out tokens. I won't bore you with a bunch of other suggestions. Just check out my deck if youd like. I like to think its decently optimized. And wins consistently
1 week ago
Cool build, definitely seems like it would speed most games up. Snake Umbra is a nice way to get some additional draw off your Zhur-taa and Zo-zu since it is just damage. Pyrohemia is a good way to use some of that left over mana each turn, again speeding up games. The Mending of Dominaria would be a good way to lead up to a land wipe turn. You might wanna add a few more utility lands into your mana base, The cycling lands are a good choice to get some more lands in your yard, Blast Zone can be helpful especially if you can recast it. I believe that Evolving Wilds & Myriad Landscape should go in any deck with land recursion. But looks like a fun deck to play +1.
2 weeks ago
Hey, good start and budget version.
If you want to be quicker than consider reducing the avg. CMC? It's currently too high at 3.6. Reducing the avg. CMC makes it so you can play cards faster. In the case here getting more creatures onto the battlefield before Marisi. Consider more one/two/three drops creatures? One drop mana dorks are good with Marisi because they make ramp to help to cast him faster and they can also be attackers with or without cards that give evasion.
Creatures who are just attackers and don't do anything else are less good then others that can attack while also doing something else. In Commander you want the creatures you play to give you more value then just being a creature who can attack. The manabase can be much faster since all the dual lands you're playing always ETB tapped.
Some budget cards ($5 or less each) to consider adding:
- Sol Ring
- Avacyn's Pilgrim
- Elvish Mystic, Llanowar Elves
- Mother of Runes: protection and evasion.
- Swords to Plowshares
- Rancor: trample.
- Sixth Sense: draw.
- Eladamri's Call: creature tutor.
- Hushbringer: flying.
- Remorseful Cleric: flying.
- Loyal Apprentice: repeatable flying tokens.
- Mask of Memory: draw.
- Boros Charm: protection or double strike.
- Regrowth: recursion.
- Luminarch Ascension: repeatable flying tokens, can activate fast since looks at each opponents end step. If your opponents are not able to attack you then this makes it more likely that you will not lose life.
- Spirit en-Dal: shadow or give another creature shadow.
- Aven Mindcensor: flying.
- Soltari Visionary: shadow.
- Champion of Lambholt: make all your creatures unblockable.
- Silverblade Paladin: double strike.
- Duelist's Heritage: double strike.
- Snake Umbra: draw.
- Beast Within and Generous Gift
More creatures with evasion and effects that can improve combat/attacking are cards to consider because you need to do combat damage to a player to goad that player. More creatures with flying and creatures with shadow is evasion to consider adding. Drawing cards with creatures who do combat damage to a player can be helpful to stay ahead. Double strike is a good ability for an attacking creature.
Shadow is a unique creature ability that makes the creature unblockable because your opponents are not going to have any creatures with shadow. Spirit en-Dal has shadow, but the reason to play it is to repeatedly reveal it from your hand at your upkeep to give a target creature shadow until end of turn. For two mana it can give Marisi shadow making him unblockable.
The manabase can be improved because there's a lot of subpar lands which will always ETB tapped. Dual lands that can ETB untapped can speed up game play letting you cast spells faster. Command Tower is a staple land for multicolored decks. There's a lot of basic lands in the manabase therefore consider adding others lands that have good interaction with basic lands?
Good luck with your deck.
4 weeks ago
I'd say you don't really need either of the two planeswalkers you have listed. Martial Coup and March of the Multitudes just doesn't seem to fit here, sure they'd be nice, but when it comes time for cuts, ya gotta make tough choices and I think focusing on enchantments is your best bet.
Not to complicate things too much, I do have a few cards for you to consider adding, though I know you're in the 'tough cuts' phase... Sigil of the Empty Throne and Ajani's Chosen will both make you more bodies and Umbra Mystic will help keep your enchanted creatures alive. Divine Visitation will make those soldiers into vigilant flying angels and Snake Umbra will draw you even more cards Helm of the Gods and Three Dreams are both great utility cards for you here. Darksteel Mutation and Song of the Dryads both can take care of problematic creatures on your opponents' board, and Overwhelming Splendor can just lock someone out of the game. Hope I helped, though I know it wasn't exactly the help you had been asking for...
1 month ago
During a playtest on turn 7 had Bear Umbra and Snake Umbra on Borborygmos Enraged swinging with a spliced and hard cast Overblaze . So overkilled a player with 40 commander damage and ran out of gas of lands in hand with dealing only an additional 24 damage to another player.
1 month ago
Ivdar thanks for those great replys, I'll definitly buy a lot of your suggestions when I buy the deck so I can have some cards to edit and swap around. I especially like the Wheel of Fate / Magus of the Wheel suggestions. I don't want to necessarily attack my opponents mana base (my playgroup wouldn't take it too well), so as much as I love Blood Moon , its porbably not going to find its way in. Keen Sense and Snake Umbra worked really well in my mind, drawing 3 cards per Klothys activation just sounds so good. However, I can see where they don't work in practice. Thanks again for the suggestions, I'll keep this deck updated as I play it.
1 month ago
Really like this first draft, I'm hugely interested in Klothys as a group slug commander! Kudos for including Mindcrank , that's a great piece of synergy.
Including stuff to sacrifice your lands like Myriad Landscape and Springbloom Druid could help ramp you through Klothys' ability, especially if there's no budget for the full suite of fetch lands. More wheel effects would also fill graveyards and disrupt your opponents, like Wheel of Fate or Magus of the Wheel
As far as ramp goes, I would suggest throwing in Wild Growth and Utopia Sprawl . If they are in your opening hand, they can allow you to get Klothys out on turn two and they would turn into card draw later if you have an Enchantress out.
I'm just throwing a ton of suggestions now, but for more artifact hate, Collector Ouphe and Vandalblast are worth a look IMO. Storage Matrix is also a pretty hateful piece of slug if your opponents use artifact mana. Crawlspace can be pretty effective against opponents that want to attack with creatures.
I would consider cutting Keen Sense and Snake Umbra , since you don't have a lot of creatures and generally speaking I would want Klothys to stay an enchantement as that makes her much more resilient to removal.
Sorry if I don't suggest cuts to make room for these, those are just some first impressions but I'm glad to see a deck like this. Will definitely check it again to see how it evolves!