









Overview:
This Totentanz, Swarm Piper EDH deck focuses on Rat tribal synergies, leveraging death triggers and token swarms. The strategy combines incremental value from Rat token generation, deathtouch combat control, and poison counters via Toxic/Infect Rats. While lacking infinite combos, it aims to overwhelm opponents through board presence with support from anthem effects like Coat of Arms and damage amplifiers like Impact Tremors. Key weaknesses include vulnerability to board wipes and reliance on creature-based synergies.
Primer:
Core Strategy:
This deck aims to flood the board with Rat tokens using Totentanz's death triggers and supporting cards like Lord Skitter, Sewer King and Redcap Gutter-Dweller. Secondary wincons include Toxic/Infect via Karumonix/Ichor Rats and attrition through Ogre Slumlord deathtouch control. Key phases:
- Token Generation: Cast Rats with death/ETB token creation (e.g., Voracious Vermin, Twisted Sewer-Witch).
- Value Amplification: Use Shared Animosity, Impact Tremors, and Bontu's Monument to convert tokens into damage.
- Finishers: Overwhelm with pumped Rats or poison counters.
Mulligan Priorities:
- 3+ lands with black/red sources
- Early token generators (Piper of the Swarm, Lord Skitter, Sewer King)
- Sacrifice outlets (Bone Splinters, Vampiric Rites)
Avoid hands without token engines or mana fixing.
Key Tips:
- Use Totentanz's deathtouch activation pre-combat to deter blocks.
- Prioritize recurring Ichor Rats with Wake the Dead for poison spread.
- Save Gnawing Crescendo as a post-wipe recovery tool.
Avoid Traps:
- Overextending into board wipes without Not Dead After All protection.
- Holding back Toxic Rats instead of applying early poison pressure.
Weaknesses:
Critical:
- Lacks counterspells/protection for key pieces
- No infinite combos to close games quickly
Moderate:
- Slow recovery from board wipes
- Limited card draw outside Vanquisher's Banner
Minor:
- Weak to Rest in Peace/Soul-Guide Lantern effects
- Mana base struggles with RR/BBBB costs (e.g., Drag to the Bottom)
Most Important Cards:
- Marrow-Gnawer
- Coat of Arms
- Karumonix, the Rat King
- Impact Tremors
- Ogre Slumlord
- Piper of the Swarm
- Shared Animosity
- Ichor Rats
- Vanquisher's Banner
- Herald's Horn
Attribute Ratings:
Speed: 5/10
- Best-case T6-7 wins via Toxic/Infect or anthem-buffed swarms. Typical wins occur T8-10.
Resilience: 4/10
- Recursion via Whip of Erebos/Back for Seconds, but folds to repeated wipes.
Consistency: 5/10
- Moderate tribal synergy but only 3 tutors (Diabolic Intent, Herald's Horn, Mudflat Village).
Interaction: 3/10
- Limited to sorcery-speed removal (Eliminate the Competition) and combat tricks.
Rating Justification:
This deck sits between "Optimized Casual" (rubric 5.0) and "Focused Casual" (4.5). It has clear tribal synergies and multiple win paths but lacks the speed/tutoring of higher-tier decks. The absence of free interaction and reliance on combat damage align it with precon-level strategies.
Power level: 4.5 - 5.0
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