1955 views91 mins ago
Commander
Size: 100Est cost: $277.72Salt sum: 39.76
ScissoringGwen
1955 views91 mins ago
Commander
Size: 100Est cost: $277.72Salt sum: 39.76
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{"ops":[{"insert":"Hello! Welcome to my omega convoluted Serpent Society deck. There is A LOT going on here but hopefully you will have a good idea of how to play this deck after reading this primer!\n\n"},{"insert":{"card-link":"The Serpent Society"}},{"insert":" \n"},{"attributes":{"bold":true},"insert":"To start, what is this deck's goal? "},{"insert":"\nMy goal with this deck was to fit as many sub-themes in here but still make a deck that flows smoothly. It is built as a control/toolbox deck that generally has options into most matchups you can play. I'm not sure where it has landed in Bracket 2/3 yet. There are 7 different sub-themes starting with...\n\n"},{"attributes":{"bold":true},"insert":"Deathtouch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck is built with The Serpent Society as the commander. It does quite a few things in the command zone that we REALLY like. It's a variation of grave pact. If we fill our deck with a lot of creatures with deathtouch, then we get access to this really powerful effect that punishes the opponent for killing our creatures. This could be through kill spells, one-sided board wipes, blocking, or even attacking into us. If they attack into us and we block with a small deathtoucher, then they lose 2 creatures in the exchange. It gives some pseudo protection to our creatures, and will noticeably save our life total more. We also have really good deathtouch synergies with "},{"insert":{"card-link":"Hooded Blightfang"}},{"insert":" , "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" , and "},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" which rewards us for attacking proactivley. The last main deathtouch synergy is "},{"insert":{"card-link":"Fynn, the Fangbearer"}},{"insert":" which leads us to our next subtheme. \n\n"},{"attributes":{"bold":true},"insert":"\t\t2. Poison/Infect"},{"insert":"\nBecause of all the deathtouchers we naturally want in the deck, Fynn is a fantastic inclusion to help give poison counters to the opponent. If we have both Fynn and Serpent Society in play then it forces the opponent in a really awkard spot. If they block, they lose 1-2 creatures on the board. If they don't block then they take damage AND poison counters. Against decks that don't build a wide board, this combination can be really devastating turn after turn. \n\nSerpent Society also gives poison counters as a ward cost, so if we don't include any ways to give poison counters, each player gets to remove the serpent society once each game freely. Leaning into this gives a win condition to build around, but in the context of this deck you only need to get the opponent to 5 poison counters. This is because we play "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" as our true win condition. Being able to take over a player's turn is already very strong, but it becomes even better if we have a kill button on the board. If we take over someone's turn and have them target The Serpent Society twice, they die from Poison. Putting someone to 5 poison counters should almost always be guaranteed death, but you also get to use their resources against the other players before killing them. \n\nSo with the natural inclusion of Infect creatures like "},{"insert":{"card-link":"Skithiryx, the Blight Dragon"}},{"insert":" and "},{"insert":{"card-link":"Phyrexian Hydra"}},{"insert":", this leads into subtheme #3. \n\n"},{"attributes":{"bold":true},"insert":"\t\t3. -1/-1 Counters"},{"insert":"\nBecause infect deals -1/-1 counters to creatures, we can take advantage of this with other synergies. Because of the Auntie Ool precon, -1/-1 counters got a lot of really cool cards recently that makes this theme worth playing. My favorite is "},{"insert":{"card-link":"Dread Tiller"}},{"insert":" giving us extra ramp to accelerate into Emrakul faster. You also get access to a really cool recursion piece in "},{"insert":{"card-link":"Dawnhand Dissident"}},{"insert":" which gives top deck manipulation, ways to apply counters, and reanimate options to bring back deathtouchers/poison creatures. There are also a few cards that get Finality counters which can be removed from Dissident. The big synergy piece that makes this theme run well is "},{"insert":{"card-link":"Hapatra, Vizier of Poisons"}},{"insert":". Every time we apply a -1/-1 counter, we make a deathtoucher. This is really good for our previous themes. \n\n\nThese are our main themes that we are trying to build the deck around, but we also have four more themes in here that help gel the deck together starting with\n\n"},{"attributes":{"bold":true},"insert":"\t\t4 . Reanimation/Recursion"},{"insert":"\nThis section will be split between Reanimation and Recursion. I see the difference as reanimation being a way to cheat creatures into play, while recursion gives you options to add or cast cards from graveyard. They are similar but can perform VERY differently.\n\nLets start with Reanimation. Reanimating in this deck isn't like pure reanimate decks. It is primarily used here to maintain engines/key pieces. For example, "},{"insert":{"card-link":"Persist"}},{"insert":" is a cheap reanimate the has a -1/-1 counter on the thing it revives. This will end up synergizing with the -1/-1 counter cards from earlier. There are also reanimate cards that sacrifice a creature like "},{"insert":{"card-link":"Cauldron of Essence"}},{"insert":" which can bring back the creature it sacrificed. It can function as a blink spell that triggers Serpent Society. The last one I want to talk about is "},{"insert":{"card-link":"Wake the Dead"}},{"insert":" which is a massive bomb in this deck. It can be a defensive piece to bring back a board of blockers, but if those blockers are also deathtouchers... you can wipe the board for everyone. Not to mention the creatures die at end of turn anyway, so you can use this at instant speed board wipe, and trigger death and enter effects. It's a very fun card to use in here.\n\nThe next portion is Recursion. For this deck I value recursion a lot to be able to get unique tools back into our hand for varying situations. To start I really love "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" since it can add back anything at instant speed for 4, or if you have the spare mana you can add more. Shigeki is somewhat a bridge in this deck since a lot of instant speed regrowth effects can only add creatures or permanents. "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" is always amazing, especially since we have quite bit of reanimation. We can turn any reanimate to a "},{"insert":{"card-link":"Regrowth"}},{"insert":". If we look at Wake the Dead again, we can use it essentially as an instant speed Eternal Witness at any point. A fun card that functions sometimes way better than Shigeki is "},{"insert":{"card-link":"Reap"}},{"insert":". At instant speed and for only 2 mana you can very often grab multiple things from your graveyard at once if there is one other black player in the pod. It can become a a huge toolbox once the engine is running, or if you run out of gas you can add everything back. There is a lot of cool decision making you get from playing a lot of these recursion pieces without the pain points of tutors. \n\nNow with all this graveyard synergy we obviously have to play cards that...\n\n"},{"attributes":{"bold":true},"insert":"\t\t5. Self-Mill"},{"insert":"\nThis section is pretty self explanatory. We need cards in graveyard to revive or add back to hand. From our previous sub themes, there are quite a few cards that overlap really well like "},{"insert":{"card-link":"Mire Triton"}},{"insert":", "},{"insert":{"card-link":"Deathcap Marionette"}},{"insert":", "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":", "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":", and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":". All of these are deathtouchers that mill supporting the gameplan very naturally. There are some burst mills like "},{"insert":{"card-link":"Corpse Churn"}},{"insert":" and "},{"insert":{"card-link":"Grapple with the Past"}},{"insert":" that instant speed mills, and also adds any creature back to hand. You can re-add shigeki to then use to grab something else (obviously a ton of mana but it's an option). Outside of those we also want varying card types for Emrakul since it gets cheaper the more card types in the graveyard. Currently there are 8 we can have, and we play them all. So in the best case it'll be 5 mana, but most of the time it'll be 7-8.\n\n\t\t6 . Sacrifice\nThe next theme is less needed, but there are some sacrifice cards in here. This deck doesn't produce a ton of bodies at once, so a lot of the sacrifice effects in here are replacing the creature you sacrificed. A very funny one is "},{"insert":{"card-link":"Infernal Offering"}},{"insert":" which is a sacrifice to reanimate + draw 2, but someone else also does it. This isn't the end of the world though since it can give opponents more targeting effects for Emrakul to use on Serpent Society. You also make them sacrifice a creature from the commander making the reanimate not a +1 to board. The only repeatable and instant speed sac outlet in here is "},{"insert":{"card-link":"Flesh-Eater Imp"}},{"insert":" since it can be a huge burst of poison counters to one player. It can either knock them out or setup for an Emrakul knockout. The sacrifice effects on all these cards are secondary to their main effects, but you can still take full advantage of it.\n\n\t\t7 . Lifegain\nOur last sub-theme is lifegain. Lifegain is very interesting in this deck because of what was stated at the top. Players are incentivized to not attack you, so in the meantime you can gain life and could eventually turn the corner on players not being able to kill you anymore. A lot of the lifegain in this deck is built for 3 key pieces to work well. "},{"insert":{"card-link":"Witch of the Moors"}},{"insert":" gives addtional edicts, and recursion. So you can eventually turn Witch of the Moors into a mini engine with Shigeki to add back any other card to hand afterwards. "},{"insert":{"card-link":"Moseo, Vein's New Dean"}},{"insert":" is another one that can pretty consistently revive a 1-2 drop but sometimes bigger if you see any of the big healers like Barrowgoyf, Scout the City, or Bow of Nylea. Lastly if we have all this life and don't get pressured out, we can use "},{"insert":{"card-link":"Beledros Witherbloom"}},{"insert":" to use that life to massively ramp. \n\n\n"},{"attributes":{"bold":true},"insert":"How this deck end ups playing"},{"insert":"\nThis deck plays as a grindy control deck that can toolbox into a variety of different answers and eventually bursts people out of nowhere through Poison and Emrakul. It is slow and takes a while to get off the ground, but the protection from Serpent Society and the Deathtouchers make it easier to coast through the mid game. \n\nThere also may be some shortcomings since there is A LOT going on in the deck. You may end up not finding all the right pieces, but that can make games feel very different since there isn't an optimized definitive early game this deck is trying to do. You mostly build whatever engine is given to you and Segway that to a win down the line. The general goal though is to setup deathtouchers early, mill/draw, and build out your engines from there. You may be given an aggressive poison start though and could try to push someone to a lethal threshold very early on. Whatever you are given you will have to adapt on the fly which is what makes this deck SO FUN. \n\nThank you for reading and I hope you have as much fun as I've had playing this deck :D. \n"}]}
Commander
Commander
(CTRL to add secondary)
0. THE PLAN (Connections)
Barrowgoyf
Deathtouch, lifelink
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Creature - Lhurgoyf

Emrakul, the Promised End
This spell costs less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Legendary Creature - Eldrazi

Fynn, the Fangbearer
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Legendary Creature - Human Warrior

0. THE PLAN (Connections)
(CTRL to add secondary)
1. PIERCER (Deathtouch)
Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

Chevill, Bane of Monsters
Deathtouch
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
Legendary Creature - Human Rogue

Kagha, Shadow Archdruid
Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.)
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Legendary Creature - Elf Druid

1. PIERCER (Deathtouch)
(CTRL to add secondary)
2. COMPLEATION (Poison)
Bloated Contaminator
Trample
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Beast Phyrexian

Bloodroot Apothecary
Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.)
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Creature - Druid Squirrel

Contaminant Grafter
Trample, toxic 1
Whenever one or more creatures you control deal combat damage to one or more players, proliferate.
Corrupted — At the beginning of your end step, if an opponent has three or more poison counters, draw a card, then you may put a land card from your hand onto the battlefield.
Whenever one or more creatures you control deal combat damage to one or more players, proliferate.
Corrupted — At the beginning of your end step, if an opponent has three or more poison counters, draw a card, then you may put a land card from your hand onto the battlefield.
Creature - Druid Phyrexian

Glissa's Retriever
Haste, toxic 3 (Players dealt combat damage by this creature also get three poison counters.)
This creature can't be blocked by creatures with power 2 or less.
Corrupted — When this creature dies, exile it. When you do, return up to X target cards from your graveyard to your hand, where X is the number of opponents who have three or more poison counters.
This creature can't be blocked by creatures with power 2 or less.
Corrupted — When this creature dies, exile it. When you do, return up to X target cards from your graveyard to your hand, where X is the number of opponents who have three or more poison counters.
Creature - Beast Phyrexian

Phyrexian Hydra
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
If damage would be dealt to this creature, prevent that damage. Put a -1/-1 counter on this creature for each 1 damage prevented this way.
If damage would be dealt to this creature, prevent that damage. Put a -1/-1 counter on this creature for each 1 damage prevented this way.
Creature - Hydra Phyrexian

Vraska, Betrayal's Sting
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
0: You draw a card and lose 1 life. Proliferate.
−2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
−9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
0: You draw a card and lose 1 life. Proliferate.
−2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
−9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
Legendary Planeswalker - Vraska

Wurmquake
Corrupted — Create an X/X green Phyrexian Wurm creature token with trample and toxic 1, where X is the amount of mana spent to cast this spell. Then for each opponent with three or more poison counters, you create another one of those tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

2. COMPLEATION (Poison)
(CTRL to add secondary)
3. THE SEA OF CORPSES (-1/-1 Counter)
Dawnhand Dissident
, Blight 1: Surveil 1.
, Blight 2: Exile target card from a graveyard.
During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
, Blight 2: Exile target card from a graveyard.
During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
Creature - Elf Warlock

3. THE SEA OF CORPSES (-1/-1 Counter)
(CTRL to add secondary)
4.0 CURSE (Graveyard - Reanimate)
Infernal Offering
Choose an opponent. You and that player each sacrifice a creature. Each player who sacrificed a creature this way draws two cards.
Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.
Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.
Sorcery

Invasion of Ikoria
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
Battle - Siege


Meathook Massacre II
When Meathook Massacre II enters, each player sacrifices X creatures of their choice.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
Legendary Enchantment

Moseo, Vein's New Dean
Flying
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Legendary Creature - Skeleton Bird Warlock

4.0 CURSE (Graveyard - Reanimate)
(CTRL to add secondary)
4.1 BLESSING (Graveyard - Regrowth/Cast From Grave)
Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

4.1 BLESSING (Graveyard - Regrowth/Cast From Grave)
(CTRL to add secondary)
5. Self-Mill
5. Self-Mill
(CTRL to add secondary)
7. Lifegain
7. Lifegain
(CTRL to add secondary)
Card Usage
Card Usage
(CTRL to add secondary)
Disruption Targeted
Disruption Targeted
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Maybeboard
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Aphelia, Viper Whisperer
Deathtouch
Whenever Aphelia attacks, you may pay . If you do, create a 1/1 black Snake creature token with deathtouch.
: Until end of turn, whenever one or more Gorgons and/or Snakes you control deal combat damage to a player, that player loses half their life, rounded up.
Whenever Aphelia attacks, you may pay . If you do, create a 1/1 black Snake creature token with deathtouch.
: Until end of turn, whenever one or more Gorgons and/or Snakes you control deal combat damage to a player, that player loses half their life, rounded up.
Legendary Creature - Assassin Gorgon

Construct a Cosmic Cube
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment.
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)
Enchantment - Plan

Emrakul, the World Anew
When you cast this spell, gain control of all creatures target player controls.
Flying, protection from spells and from permanents that were cast this turn
When Emrakul leaves the battlefield, sacrifice all creatures you control.
Madness—Pay six .
Flying, protection from spells and from permanents that were cast this turn
When Emrakul leaves the battlefield, sacrifice all creatures you control.
Madness—Pay six .
Legendary Creature - Eldrazi

Esper Origins
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery


Fumulus, the Infestation
Flying, deathtouch
Whenever a player sacrifices a nontoken creature, create a 1/1 black Insect creature token with flying.
Whenever an Insect, Leech, Slug, or Worm you control attacks, defending player loses 1 life and you gain 1 life.
Whenever a player sacrifices a nontoken creature, create a 1/1 black Insect creature token with flying.
Whenever an Insect, Leech, Slug, or Worm you control attacks, defending player loses 1 life and you gain 1 life.
Legendary Creature - Vampire Insect

Gather the Pack
Reveal the top five cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, put up to two creature cards from among the revealed cards into your hand instead of one.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, put up to two creature cards from among the revealed cards into your hand instead of one.
Sorcery

Geth's Summons
Return up to one target creature card from your graveyard to the battlefield.
Corrupted — For each opponent who has three or more poison counters as you cast this spell, put up to one target creature card from that player's graveyard onto the battlefield under your control.
Corrupted — For each opponent who has three or more poison counters as you cast this spell, put up to one target creature card from that player's graveyard onto the battlefield under your control.
Sorcery

Gwenom, Remorseless
Deathtouch, lifelink
Whenever Gwenom attacks, until end of turn, you may look at the top card of your library any time and you may play cards from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Whenever Gwenom attacks, until end of turn, you may look at the top card of your library any time and you may play cards from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Legendary Creature - Spider Hero Symbiote

Inscription of Abundance
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant

Invasion of Ixalan
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, look at the top five cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this Siege enters, look at the top five cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Battle - Siege


Invasion of Zendikar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Killmonger, Scourge of Wakanda
When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls.
As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1.
As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1.
Legendary Creature - Human Villain Mercenary

Kinzu of the Bleak Coven
Flying
Whenever another nontoken creature you control dies, you may pay 2 life and exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and has toxic 1. (Players dealt combat damage by it also get a poison counter.)
Whenever another nontoken creature you control dies, you may pay 2 life and exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and has toxic 1. (Players dealt combat damage by it also get a poison counter.)
Legendary Creature - Vampire Phyrexian

Necrogen Rotpriest
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter.
: Target creature you control with toxic gains deathtouch until end of turn.
Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter.
: Target creature you control with toxic gains deathtouch until end of turn.
Creature - Cleric Zombie Phyrexian

Oft-Nabbed Goat
: Draw a card. Gain control of this creature and put a -1/-1 counter on it. Only your opponents may activate this ability and only as a sorcery.
When this creature dies, if it had one or more -1/-1 counters on it, its owner draws that many cards and each other player loses that much life.
When this creature dies, if it had one or more -1/-1 counters on it, its owner draws that many cards and each other player loses that much life.
Creature - Goat

Osteomancer Adept
Deathtouch
: Until end of turn, you may cast creature spells from your graveyard by foraging in addition to paying their other costs. If you cast a spell this way, that creature enters with a finality counter on it. (To forage, exile three cards from your graveyard or sacrifice a Food. If a creature with a finality counter on it would die, exile it instead.)
: Until end of turn, you may cast creature spells from your graveyard by foraging in addition to paying their other costs. If you cast a spell this way, that creature enters with a finality counter on it. (To forage, exile three cards from your graveyard or sacrifice a Food. If a creature with a finality counter on it would die, exile it instead.)
Creature - Squirrel Warlock

Peerless Recycling
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant

Pharika, God of Affliction
Indestructible
As long as your devotion to black and green is less than seven, Pharika isn't a creature.
: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch.
As long as your devotion to black and green is less than seven, Pharika isn't a creature.
: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch.
Legendary Creature Enchantment - God

Ruthless Technomancer
When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
Creature - Human Wizard

Scavenger's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Enchantment - Class

Scrounge for Eternity
As an additional cost to cast this spell, sacrifice an artifact or creature.
Return target creature or Spacecraft card with mana value 5 or less from your graveyard to the battlefield. Then create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Return target creature or Spacecraft card with mana value 5 or less from your graveyard to the battlefield. Then create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Sorcery

Spider-Ham, Peter Porker
When Spider-Ham enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Animal May-Ham — Other Spiders, Boars, Bats, Bears, Birds, Cats, Dogs, Frogs, Jackals, Lizards, Mice, Otters, Rabbits, Raccoons, Rats, Squirrels, Turtles, and Wolves you control get +1/+1.
Animal May-Ham — Other Spiders, Boars, Bats, Bears, Birds, Cats, Dogs, Frogs, Jackals, Lizards, Mice, Otters, Rabbits, Raccoons, Rats, Squirrels, Turtles, and Wolves you control get +1/+1.
Legendary Creature - Spider Boar Hero

The Dominion Bracelet
Equipped creature gets +1/+1 and has ", Exile The Dominion Bracelet: You control target opponent during their next turn. This ability costs less to activate, where X is this creature's power. Activate only as a sorcery." (You see all cards that player could see and make all decisions for them.)
Equip
Equip
Legendary Artifact - Equipment

The Swarmweaver
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
Legendary Creature Artifact - Scarecrow

Trystan, Callous Cultivator
Deathtouch
Whenever this creature enters or transforms into Trystan, Callous Cultivator, mill three cards. Then if there is an Elf card in your graveyard, you gain 2 life.
At the beginning of your first main phase, you may pay . If you do, transform Trystan.
Whenever this creature enters or transforms into Trystan, Callous Cultivator, mill three cards. Then if there is an Elf card in your graveyard, you gain 2 life.
At the beginning of your first main phase, you may pay . If you do, transform Trystan.
Legendary Creature - Elf Druid


Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Vivien on the Hunt
+2: You may sacrifice a creature. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put it onto the battlefield, then shuffle.
+1: Mill five cards, then put any number of creature cards milled this way into your hand.
−1: Create a 4/4 green Rhino Warrior creature token.
+1: Mill five cards, then put any number of creature cards milled this way into your hand.
−1: Create a 4/4 green Rhino Warrior creature token.
Legendary Planeswalker - Vivien

Vraska, the Silencer
Deathtouch
Whenever a nontoken creature an opponent controls dies, you may pay . If you do, return that card to the battlefield tapped under your control. It's a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color," and it loses all other card types.
Whenever a nontoken creature an opponent controls dies, you may pay . If you do, return that card to the battlefield tapped under your control. It's a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color," and it loses all other card types.
Legendary Creature - Assassin Gorgon

Winter, Cynical Opportunist
Deathtouch
Whenever Winter attacks, mill three cards.
Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
Whenever Winter attacks, mill three cards.
Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
Legendary Creature - Human Warlock

Word of Command
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
Instant

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Hello! Welcome to my omega convoluted Serpent Society deck. There is A LOT going on here but hopefully you will have a good idea of how to play this deck after reading this primer!\n\n"},{"insert":{"card-link":"The Serpent Society"}},{"insert":" \n"},{"attributes":{"bold":true},"insert":"To start, what is this deck's goal? "},{"insert":"\nMy goal with this deck was to fit as many sub-themes in here but still make a deck that flows smoothly. It is built as a control/toolbox deck that generally has options into most matchups you can play. I'm not sure where it has landed in Bracket 2/3 yet. There are 7 different sub-themes starting with...\n\n"},{"attributes":{"bold":true},"insert":"Deathtouch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck is built with The Serpent Society as the commander. It does quite a few things in the command zone that we REALLY like. It's a variation of grave pact. If we fill our deck with a lot of creatures with deathtouch, then we get access to this really powerful effect that punishes the opponent for killing our creatures. This could be through kill spells, one-sided board wipes, blocking, or even attacking into us. If they attack into us and we block with a small deathtoucher, then they lose 2 creatures in the exchange. It gives some pseudo protection to our creatures, and will noticeably save our life total more. We also have really good deathtouch synergies with "},{"insert":{"card-link":"Hooded Blightfang"}},{"insert":" , "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" , and "},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" which rewards us for attacking proactivley. The last main deathtouch synergy is "},{"insert":{"card-link":"Fynn, the Fangbearer"}},{"insert":" which leads us to our next subtheme. \n\n"},{"attributes":{"bold":true},"insert":"\t\t2. Poison/Infect"},{"insert":"\nBecause of all the deathtouchers we naturally want in the deck, Fynn is a fantastic inclusion to help give poison counters to the opponent. If we have both Fynn and Serpent Society in play then it forces the opponent in a really awkard spot. If they block, they lose 1-2 creatures on the board. If they don't block then they take damage AND poison counters. Against decks that don't build a wide board, this combination can be really devastating turn after turn. \n\nSerpent Society also gives poison counters as a ward cost, so if we don't include any ways to give poison counters, each player gets to remove the serpent society once each game freely. Leaning into this gives a win condition to build around, but in the context of this deck you only need to get the opponent to 5 poison counters. This is because we play "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" as our true win condition. Being able to take over a player's turn is already very strong, but it becomes even better if we have a kill button on the board. If we take over someone's turn and have them target The Serpent Society twice, they die from Poison. Putting someone to 5 poison counters should almost always be guaranteed death, but you also get to use their resources against the other players before killing them. \n\nSo with the natural inclusion of Infect creatures like "},{"insert":{"card-link":"Skithiryx, the Blight Dragon"}},{"insert":" and "},{"insert":{"card-link":"Phyrexian Hydra"}},{"insert":", this leads into subtheme #3. \n\n"},{"attributes":{"bold":true},"insert":"\t\t3. -1/-1 Counters"},{"insert":"\nBecause infect deals -1/-1 counters to creatures, we can take advantage of this with other synergies. Because of the Auntie Ool precon, -1/-1 counters got a lot of really cool cards recently that makes this theme worth playing. My favorite is "},{"insert":{"card-link":"Dread Tiller"}},{"insert":" giving us extra ramp to accelerate into Emrakul faster. You also get access to a really cool recursion piece in "},{"insert":{"card-link":"Dawnhand Dissident"}},{"insert":" which gives top deck manipulation, ways to apply counters, and reanimate options to bring back deathtouchers/poison creatures. There are also a few cards that get Finality counters which can be removed from Dissident. The big synergy piece that makes this theme run well is "},{"insert":{"card-link":"Hapatra, Vizier of Poisons"}},{"insert":". Every time we apply a -1/-1 counter, we make a deathtoucher. This is really good for our previous themes. \n\n\nThese are our main themes that we are trying to build the deck around, but we also have four more themes in here that help gel the deck together starting with\n\n"},{"attributes":{"bold":true},"insert":"\t\t4 . Reanimation/Recursion"},{"insert":"\nThis section will be split between Reanimation and Recursion. I see the difference as reanimation being a way to cheat creatures into play, while recursion gives you options to add or cast cards from graveyard. They are similar but can perform VERY differently.\n\nLets start with Reanimation. Reanimating in this deck isn't like pure reanimate decks. It is primarily used here to maintain engines/key pieces. For example, "},{"insert":{"card-link":"Persist"}},{"insert":" is a cheap reanimate the has a -1/-1 counter on the thing it revives. This will end up synergizing with the -1/-1 counter cards from earlier. There are also reanimate cards that sacrifice a creature like "},{"insert":{"card-link":"Cauldron of Essence"}},{"insert":" which can bring back the creature it sacrificed. It can function as a blink spell that triggers Serpent Society. The last one I want to talk about is "},{"insert":{"card-link":"Wake the Dead"}},{"insert":" which is a massive bomb in this deck. It can be a defensive piece to bring back a board of blockers, but if those blockers are also deathtouchers... you can wipe the board for everyone. Not to mention the creatures die at end of turn anyway, so you can use this at instant speed board wipe, and trigger death and enter effects. It's a very fun card to use in here.\n\nThe next portion is Recursion. For this deck I value recursion a lot to be able to get unique tools back into our hand for varying situations. To start I really love "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" since it can add back anything at instant speed for 4, or if you have the spare mana you can add more. Shigeki is somewhat a bridge in this deck since a lot of instant speed regrowth effects can only add creatures or permanents. "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" is always amazing, especially since we have quite bit of reanimation. We can turn any reanimate to a "},{"insert":{"card-link":"Regrowth"}},{"insert":". If we look at Wake the Dead again, we can use it essentially as an instant speed Eternal Witness at any point. A fun card that functions sometimes way better than Shigeki is "},{"insert":{"card-link":"Reap"}},{"insert":". At instant speed and for only 2 mana you can very often grab multiple things from your graveyard at once if there is one other black player in the pod. It can become a a huge toolbox once the engine is running, or if you run out of gas you can add everything back. There is a lot of cool decision making you get from playing a lot of these recursion pieces without the pain points of tutors. \n\nNow with all this graveyard synergy we obviously have to play cards that...\n\n"},{"attributes":{"bold":true},"insert":"\t\t5. Self-Mill"},{"insert":"\nThis section is pretty self explanatory. We need cards in graveyard to revive or add back to hand. From our previous sub themes, there are quite a few cards that overlap really well like "},{"insert":{"card-link":"Mire Triton"}},{"insert":", "},{"insert":{"card-link":"Deathcap Marionette"}},{"insert":", "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":", "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":", and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":". All of these are deathtouchers that mill supporting the gameplan very naturally. There are some burst mills like "},{"insert":{"card-link":"Corpse Churn"}},{"insert":" and "},{"insert":{"card-link":"Grapple with the Past"}},{"insert":" that instant speed mills, and also adds any creature back to hand. You can re-add shigeki to then use to grab something else (obviously a ton of mana but it's an option). Outside of those we also want varying card types for Emrakul since it gets cheaper the more card types in the graveyard. Currently there are 8 we can have, and we play them all. So in the best case it'll be 5 mana, but most of the time it'll be 7-8.\n\n\t\t6 . Sacrifice\nThe next theme is less needed, but there are some sacrifice cards in here. This deck doesn't produce a ton of bodies at once, so a lot of the sacrifice effects in here are replacing the creature you sacrificed. A very funny one is "},{"insert":{"card-link":"Infernal Offering"}},{"insert":" which is a sacrifice to reanimate + draw 2, but someone else also does it. This isn't the end of the world though since it can give opponents more targeting effects for Emrakul to use on Serpent Society. You also make them sacrifice a creature from the commander making the reanimate not a +1 to board. The only repeatable and instant speed sac outlet in here is "},{"insert":{"card-link":"Flesh-Eater Imp"}},{"insert":" since it can be a huge burst of poison counters to one player. It can either knock them out or setup for an Emrakul knockout. The sacrifice effects on all these cards are secondary to their main effects, but you can still take full advantage of it.\n\n\t\t7 . Lifegain\nOur last sub-theme is lifegain. Lifegain is very interesting in this deck because of what was stated at the top. Players are incentivized to not attack you, so in the meantime you can gain life and could eventually turn the corner on players not being able to kill you anymore. A lot of the lifegain in this deck is built for 3 key pieces to work well. "},{"insert":{"card-link":"Witch of the Moors"}},{"insert":" gives addtional edicts, and recursion. So you can eventually turn Witch of the Moors into a mini engine with Shigeki to add back any other card to hand afterwards. "},{"insert":{"card-link":"Moseo, Vein's New Dean"}},{"insert":" is another one that can pretty consistently revive a 1-2 drop but sometimes bigger if you see any of the big healers like Barrowgoyf, Scout the City, or Bow of Nylea. Lastly if we have all this life and don't get pressured out, we can use "},{"insert":{"card-link":"Beledros Witherbloom"}},{"insert":" to use that life to massively ramp. \n\n\n"},{"attributes":{"bold":true},"insert":"How this deck end ups playing"},{"insert":"\nThis deck plays as a grindy control deck that can toolbox into a variety of different answers and eventually bursts people out of nowhere through Poison and Emrakul. It is slow and takes a while to get off the ground, but the protection from Serpent Society and the Deathtouchers make it easier to coast through the mid game. \n\nThere also may be some shortcomings since there is A LOT going on in the deck. You may end up not finding all the right pieces, but that can make games feel very different since there isn't an optimized definitive early game this deck is trying to do. You mostly build whatever engine is given to you and Segway that to a win down the line. The general goal though is to setup deathtouchers early, mill/draw, and build out your engines from there. You may be given an aggressive poison start though and could try to push someone to a lethal threshold very early on. Whatever you are given you will have to adapt on the fly which is what makes this deck SO FUN. \n\nThank you for reading and I hope you have as much fun as I've had playing this deck :D. \n"}]}























































































































