
At a glance
- Commander: Hapatra, Vizier of Poisons
- Colors: Golgari
- Archetype: Golgari -1/-1 counter attrition control
- Power tier: mid-high
Cards
The Commander (real printed text)
Whenever Hapatra deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
The scout’s paraphrase is accurate. Two things matter for deckbuilding:
- The Snake trigger is per event, not per counter. “Whenever you put one or more -1/-1 counters on a creature” makes exactly one Snake per counter-placement event. Blight Rot (four counters at once) = one Snake, not four. The most valuable cards are therefore cheap, repeatable, and/or multi-target counter sources, not the ones that dump a big pile of counters in a single event.
- It says “a creature,” not “a creature you don’t control.” You can target anything — including your own dudes or, crucially, an opponent’s creature you’re already trying to kill. Every removal spell that uses a counter is also a Snake-maker. That’s the whole engine: removal that nets a deathtouch body.
Gameplan
A grindy Golgari attrition-control deck. You don’t draw-go into a wrath — there are no real wraths at common. Instead you out-attrite the table one trade at a time: every -1/-1 effect shrinks an opposing board and leaves you a deathtouch Snake. Snakes are simultaneously (a) the best blockers in the format (1/1 deathtouch walls trade up forever), (b) sacrifice fodder for your card-draw and edict engines, and (c) eventually a lethal swarm or aristocrat fuel.
Inevitability comes from three angles so we never just “fog and hope”:
- Evincar’s Justice with buyback — a repeatable 2-damage-to-everything Pestilence-lite that also burns each opponent’s face. Recast every turn once you have 7+ mana; it grinds out their board and their life total simultaneously.
- Falkenrath Noble — turns every creature death (yours or theirs) into a drain. With Snakes dying in combat and to your own sac outlets, the table bleeds.
- Deathtouch Snake swarm — once the board is clogged with 1/1 deathtouch tokens, Hapatra’s combat trigger keeps making more, and you eventually alpha-strike or fly over with Falkenrath Noble / evasive infect creatures.
Key synergy lines
- Removal → Snake → card: Virulent Wound / Grim Affliction / Instill Infection kills a creature, you get a Snake, then sac the Snake to Village Rites / Costly Plunder / Deadly Dispute. One removal spell becomes a body and two cards. This is the deck’s draw engine — most “card advantage” here is sac-fueled, which is why the Snakes matter.
- Edicts that only hurt them: Diabolic Edict, Geth’s Verdict, Cruel Edict, Devour Flesh — you always have a Snake to throw away, opponents lose their best creature. Asymmetric attrition.
- Persist + counters: Putrid Goblin / Rendclaw Trow come back with a -1/-1 counter — and putting that counter on makes a Snake when they return. Soulstinger and Heirloom Auntie enter with counters on your own creatures (Snake on the way in) and Soulstinger redistributes them on death.
- Proliferate: Grim Affliction and Spread the Sickness add a counter then proliferate, growing every -1/-1 already in play to finish off bigger threats — and the initial counter still triggers a Snake.
- Pseudo-wipe asymmetry: The Black Breath only shrinks opponents’ creatures; Drown in Sorrow scrys and kills the early aggro boards (yes, it eats your Snakes too — cast it when behind, not when your Snakes are your win). Evincar’s Justice you recur.
Role breakdown (with counts)
- Lands — 37: 17 Swamp, 9 Forest, 11 nonbasic (7 BG duals, Darkmoss Bridge, + Evolving Wilds / Terramorphic Expanse / Escape Tunnel fetches). Black-heavy because the removal/engine suite is mostly black.
- Ramp — 10: Elvish Mystic, Llanowar Elves, Fyndhorn Elves, Elves of Deep Shadow, Blightsoil Druid, Sakura-Tribe Elder, Springbloom Druid, Diligent Farmhand, Font of Fertility, Wild Growth. (Sakura-Tribe Elder is also a Snake-typed chump/ramp — on theme.)
- Card advantage — 9: Instill Infection, Village Rites, Corrupted Conviction, Costly Plunder, Deadly Dispute, Sign in Blood, Read the Bones, Infernal Scarring, Toxin Analysis. (Most are sac-outlets that turn dead Snakes into cards.)
- Spot removal / interaction — 10 counted for rubric (the deck actually runs far more counter-based removal that doubles as the engine): Last Gasp, Cast Down, Defenestrate, Diabolic Edict, Geth’s Verdict, Devour Flesh, Cruel Edict, Snuff Out, Bone Splinters, Feed the Swarm. Plus the -1/-1 counter removal that also makes Snakes: Fume Spitter, Festering Mummy, Bile-Vial Boggart, Virulent Wound, Tragic Slip, Grim Affliction, Splendid Agony, Serrated Arrows, Torment of Venom, Pith Driller, Lethal Sting, Whisper of the Dross, Spread the Sickness.
- Mass / pseudo-wipe — 3: Drown in Sorrow, The Black Breath, Evincar’s Justice (repeatable inevitability engine).
- Payoffs / engine bodies — rest: Hapatra herself, Soulstinger, Ornery Kudu (counter on your own → Snake), Falkenrath Noble, Rot Shambler, Voracious Vermin, Gavony Unhallowed, Phyrexian Vivisector, Heirloom Auntie, Blightbelly Rat, Copper Longlegs (proliferate), Bloom Hulk, Putrid Goblin, Rendclaw Trow, Blight Mamba, Wickerbough Elder, Blightwidow, Cartouche of Ambition.
Win condition
Grind the table to zero via inevitability: buyback Evincar’s Justice + Falkenrath Noble drain while a wall of deathtouch Snakes locks the ground, then close with a Snake swarm / evasive beats. Stronghold-style attrition, not combat math.
Pilot notes
- Keep Hapatra cheap to redeploy; she’s the engine but not your only one — don’t over-commit her into open removal. The Snake factory works off any -1/-1 source, so you can keep generating bodies even while she’s in the command zone.
- Hold edicts for when opponents are down to one fat threat; never blank-fire them into a token board.
- Sequence: removal-that-makes-a-Snake before you cast a sac-draw spell, so you always have fodder.
- Drown in Sorrow is a “catch-up” button — it kills your own Snakes, so fire it when you’re behind on board, not when your tokens are your clock.
- Evincar’s Justice is your late-game lock; bank to 7+ mana and recur it every turn to clear chaff and burn faces.
Weaknesses
- Big single threats / hexproof: the -1/-1 suite caps out fast; against a 6/6 you lean on hard edicts and Cast Down/Snuff Out. Proliferate (Grim Affliction, Spread the Sickness) helps stack enough counters.
- No true board wipe at common — repeated pseudo-wipes and deathtouch blockers substitute, but a wide go-wide deck that out-races your removal density can be a problem.
- Graveyard/enchantment hate is thin; Wickerbough Elder and Feed the Swarm are the only nat answers to problem enchantments.
- Sac-fueled draw means a clean board with no Snakes can leave you card-light; protect at least one token.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Hapatra, Vizier of Poisons Deck 1 Elvish Mystic 1 Llanowar Elves 1 Fyndhorn Elves 1 Elves of Deep Shadow 1 Blightsoil Druid 1 Sakura-Tribe Elder 1 Springbloom Druid 1 Diligent Farmhand 1 Font of Fertility 1 Wild Growth 1 Fume Spitter 1 Festering Mummy 1 Bile-Vial Boggart 1 Virulent Wound 1 Tragic Slip 1 Grim Affliction 1 Instill Infection 1 Splendid Agony 1 Soulstinger 1 Serrated Arrows 1 Torment of Venom 1 Pith Driller 1 Ornery Kudu 1 Lethal Sting 1 Whisper of the Dross 1 Last Gasp 1 Cast Down 1 Defenestrate 1 Diabolic Edict 1 Geth's Verdict 1 Devour Flesh 1 Cruel Edict 1 Snuff Out 1 Bone Splinters 1 Feed the Swarm 1 Spread the Sickness 1 Drown in Sorrow 1 The Black Breath 1 Evincar's Justice 1 Village Rites 1 Corrupted Conviction 1 Costly Plunder 1 Deadly Dispute 1 Sign in Blood 1 Read the Bones 1 Infernal Scarring 1 Toxin Analysis 1 Falkenrath Noble 1 Rot Shambler 1 Voracious Vermin 1 Gavony Unhallowed 1 Phyrexian Vivisector 1 Heirloom Auntie 1 Blightbelly Rat 1 Copper Longlegs 1 Bloom Hulk 1 Putrid Goblin 1 Rendclaw Trow 1 Blight Mamba 1 Wickerbough Elder 1 Blightwidow 1 Cartouche of Ambition 17 Swamp 9 Forest 1 Golgari Guildgate 1 Jungle Hollow 1 Foul Orchard 1 Haunted Mire 1 Subterranean Cavern 1 Titan's Grave 1 Witherbloom Campus 1 Darkmoss Bridge 1 Evolving Wilds 1 Terramorphic Expanse 1 Escape Tunnel