Wasteland Viper

Wasteland Viper

Creature — Snake

Deathtouch

Bloodrush, Discard Wasteland Viper: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.

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Wasteland Viper Discussion

osiczym on Engulfing Destruction

4 months ago

You can pick better versions of some cards: Kalonian Tusker => Barkhide Troll Sedge Scorpion => Wasteland Viper

Additionally I would put here: Khalni Hydra , Ghalta, Primal Hunger and maybe Aspect of Hydra

TheVectornaut on Death Touch Green Boi

4 months ago

Aside from the power 9 and the original dual lands, Gaea's Cradle is probably the most high-demand card on the reserve list. Years ago, I almost bought one at $80 for a token deck but backed out because it didn't seem worth it and now it's just absurdly expensive. Even non-reserve list cards are really expensive at the moment. Wizards has done a very poor job of keeping supply in line with demand. I bought my playset of Nykthos, Shrine to Nyx for $11 during Theros, but now it would cost $120.

Bellyaching aside, let's talk about gods. Nylea, God of the Hunt is best used as a mana sink for when you have excess in the late game. The only creatures you currently have that make really good use of her trample ability are Scute Mob and Heroes' Bane , and End-Raze Forerunners might make it redundant if that's a card you want to top out at. If you do include Omnath, Locus of Mana , old Nylea would be a great partner for him. As for Nylea, Keen-Eyed , I'd usually prefer the cheaper Duskwatch Recruiter  Flip unless sending stuff to the yard or keeping it on top is of vital importance. Even though Rhonas the Indomitable looks just like the first Nylea, many small differences compound into making him a much stronger card. He costs 1 less, his activated ability costs 1 less, his combat requirement is easier to meet, and he has that excellent deathtouch/indestructible pairing. The card is honestly pretty bananas and would fit very well in your deck if you can afford it. God-Eternal Rhonas is more niche. He also serves a very similar role to Forerunners as a means of finishing the game. I'd normally choose the 5-cost option over the 7-cost one, but the creatures you can currently develop before dropping Rhonas on 5 have relatively low power. Turning a bunch of 1/2s into 2/2s just isn't that impactful, so I'd add new Rhonas only if he had bigger creatures to buff. Finally, Bow of Nylea is a very nice and surprisingly flexible tool for a deathtouch deck. If you could get ~3 copies, you could drop some of the existing DT creatures like Wasteland Viper and Deadly Recluse , add in more Fynn, the Fangbearer , and shift to a very aggressive line of play. Otherwise, I think a singleton copy would be totally fine.

In my suggestions for ramp options, I was basically just using Cultivate as a stand-in for all the 3 CMC 2 land search spells like it. Nissa's Pilgrimage is objectively better in a forest-only deck, although the odds of you having Spell Mastery in the early game with only 5 instants/sorceries in the deck (3 of which are situational) is essentially zero. I also listed Harrow specifically since I've had the most success with it out of all the Cultivate effects save for Harvest Season in token-heavy decks. Being able to immediately convert the untapped lands into a Rampant Growth or any 2-drop creature makes for incredible tempo, and the instant speed is great for bluffing. Seeing a counterspell after the land sac is brutal though so I do understand the hesitation. If that's your biggest worry, I'd also keep an eye out for Allosaurus Shepherd (high budget), Veil of Summer (mid budget), and Autumn's Veil (low budget) as options for the sideboard.

TheVectornaut on Who dat boi - please help

5 months ago

Hey, I saw your comment. Is this an alternate account for twechsler or is this deck just inspired by theirs? Either way, I'll go into greater depth on some possible build paths. libraryjoy is correct in that if you're (mostly) mono-green, your best way to destroy creatures is often to take advantage of the abilities on your own creatures. You already have the deathtouch style shell so I'd just focus on that. But even with deathtouch, there are a fair number of options for guaranteeing that damage gets dealt. There are the bow/staff cards like I use in my artifact commander deck A Pile of Cans with the deathtouch from Sydri, Galvanic Genius . Then there's fight effects which you can see working with Wren's Run Packmaster in my wolfless wolf deck Size of the Fight in the Dog (although this strategy doesn't require DT if your creatures have high enough power). A final approach is forced combat damage. Since it's been mentioned the least, that's what I'll focus on here.

Forced block cards like Lure , Gift of the Deity , Indrik Umbra , Ochran Assassin , Roar of Challenge , Tempting Licid , Provoke , Irresistible Prey , or Tangle Angler are the core of such a deck. Most of these cards are rather costly in terms of CMC, and I'd consequently only recommend such a deck for slower casual play. It should be pretty strong in creature-heavy metas though. If that sounds reasonable, the next thing you have to decide on are the creatures and supporting cards. These choices aren't always obvious because of the many things a deck like this wants. For example, it may be better to play cheap deathtouch creatures like Deathcap Cultivator , Gifted Aetherborn , Narnam Renegade , Wasteland Viper , and Nightshade Peddler so you can start controlling the board sooner. But if all your DT creatures have low power, they'll only be able to kill 1 or 2 things off a big forced block. Thus, it may be better to instead grant deathtouch with other cards like Basilisk Collar , Deadly Allure , Virulent Swipe , Bow of Nylea , Archetype of Finality , or Ohran Frostfang . Then, you could just run creatures with high attack for their cost. Still, I think there's something to be said of looking for other abilities that interact well with deathtouch. First strike and double strike are the most obvious examples because they can let your creatures survive combat to attack all over again on later turns. Viridian Claw , Glissa, the Traitor , and Grappling Hook see play in such decks for this reason. Alternatively, you can learn from the synergy of the Frostfang that abilities triggering on face damage pair well with deathtouch. Only a fool would block your 1/1 DT with their 3/3, but if that 1/1 is drawing you a card, suddenly that trade sounds more appealing. Cold-Eyed Selkie , Dimir Cutpurse , Edric, Spymaster of Trest , Oakhame Adversary , Ohran Viper , Tomebound Lich , Fynn, the Fangbearer , and Hapatra, Vizier of Poisons are some cards that might fill this role.

I know I've just rattled off a lot of cards here. I'll try putting together a casual deck to demonstrate what I'm talking about when I find the time.

As an aside, I see that you've included Novablast Wurm as the only meaningful white spell in this version of the deck. It's too slow to see play in anything but ramp, but it can definitely be built around as a beefy Wrath of God too. Consider using something like Heroic Intervention or a Dauntless Escort sacrifice to break the symmetry on the board wipe. Also, creatures that grant boons on death like Thragtusk or Wurmcoil Engine could find a home in a self-wipe deck, although the Wurm might be outclassed then by something more traditional like Austere Command , Settle the Wreckage , Kindred Dominance , or Phyrexian Rebirth .

TheVectornaut on Death Touch Green Boi

5 months ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

carpecanum on Fynn, Death's Poison Pill

7 months ago

Strionic Resonator for double counters.

If you can get combat hits in easily then double strike equipment would be the way to go.

You have 2 copies of Wasteland Viper listed.

osiczym on $60 Competitive Mono-Green Aggro

9 months ago

Is Dryad Militant’s ability necessary here? I would consider moving it to sideboard in case of some grave spell casting decks, but normally would play Nettle Sentinel, Young Wolf or Wasteland Viper. I have a similar deck - but mostly rely on instants than counters - and Boggart Ram-Gang plays very well. It is fast, costly to block due to wither and gives 3 devotion.

Also for counters Predator Ooze and Hydra's Growth would be a nice add on.

Silverdrake on Tap to Die

1 year ago

Neat concept. But wouldn't it be easier to shift the deck to GB and instead of running creatures that ping and equipments for deathtouch, run creatures with deathtouch and equipment to ping? Gnarlwood Dryad, Narnam Renegade, Foulmire Knight, Vampire of the Dire Moon, Wasteland Viper, Gifted Aetherborn etc. and Viridian Longbow or Sorcerer's Wand

Piglord98 on budget simic graveyard

1 year ago

Turntimber Basilisk is better than Wasteland Viper for budget creature creature removal

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