The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
Just a few mana resources in this one, as the average casting cost of stuff in this deck isn’t that high, nor does it need lots of mana for activating abilities. In total, it features three dorks, two rocks, one card that can generate mana through exiling lands, two cards that enable tokens to generate mana by tapping and one card that generates treasure based on creatures dying.
Ramp: 2
As mentioned in the previous section, this deck isn’t in a grand hurry to conjure up large sums of mana, so the same goes for additional lands. Therefore, it only contain three ramp options (one of which, can be repeated every turn).
Card Advantage: 4
The ability to draw on lots of new stuff during games, is what makes EDH-decks exciting to play (more so than modern- or standard decks, because every card in them is unique). Seven options to draw more cards are in here, six of which are repeatable. On top of this, the deck includes three tutors and two cards with which opposing permanents can be stolen.
Overall speed: 4
Kick-starting this deck is relatively easy, mostly because of how fast Snakey-lady can join the field. Once she has arrived, a multitude of steps can be taken to increase the deck’s battlefield presence fast. Let’s also not forget, that the deck has some cheap teeth in the form of non-permanents to fight off the opposition. Combine this with a modicum of good resources, and one is in for a treat, performance-wise.
Combo: 2
A few have been included, to spice things up a little. Most of them resolve around getting infinite ETB/LTB triggers and use that for draining purposes, forcing opponents to sacrifice all their stuff or to simple draw one’s deck.
Army: 4
Though the deck doesn’t contain much in terms of battlecruisers, boy do its creatures have an impact on the state of things. Aside from card:Hapatra, Vizier of Poison|Hapatra’s snakes, which are terrifying enough by themselves, many creatures in here have the power to wither others into oblivion. These are supported by a plethora of drainers, assassins and token generators.
Commander: 3
Without its commander, this deck can still mess things up brilliantly when facing opposing decks. However, her ability to generate creatures with deathtouch makes life a lot easier, so it’s definitely preferably to have her around, versus her not being there at all.
Interaction: 5
The bread and butter of this deck! In order to get snakes, the deck needs wither effects; preferably wither effects that can be deployed on opposing forces. Twelve of these have been included, along with a few that can only be used on the deck’s own creatures (hey, these still generate snakes!). A lot of creatures are expected to die, so abilities that drain opponents as a result of that are legion (nine options). Aside from this, the deck contains some destruction options, some forced sacrifice and some theft.
Resilience: 4
Quite a decent amount of life-gain going on in this deck; nine different options. Aside from that, two recursion cards have been included.
Spellpower: 3
A bit more focus on permanents rather than one-use spells, but still, some honorable mentions should go out to a few very strong enchantments and sorceries which can cause mass opposing sacrifice, mass draw, mass drain, mass wither and mass boost.
Total power score: 34
We can safely say that this deck will perform admirably in most circumstances. Plenty of resources to go around, great at destroying opposing stuff while creating an excellent board-presence for itself; all without the need for copious amounts of prerequisites. Facing discard-, mill- or spell-slinging decks could in some cases prove problematic for it, but most other strategies can be dealt with.