PsychoWolfen
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Commander
Size: 100Salt sum: 42.65
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Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Artifact
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Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Patron of the Orochi
Snake offering (You may cast this spell any time you could cast an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.)
: Untap all Forests and all green creatures. Activate only once each turn.
: Untap all Forests and all green creatures. Activate only once each turn.
Legendary Creature - Spirit

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

Creature
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Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Descendants' Path
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
Enchantment

Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment

Enchantment
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Break Down the Door
Choose one —
• Exile target artifact.
• Exile target enchantment.
• Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
• Exile target artifact.
• Exile target enchantment.
• Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Instant

Kindred Summons
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
Instant

Instant
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Sorcery
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"For June's contest, i chose one of my favorite cards back all the way from Champions of Kamigawa,"},{"insert":{"card-link":"Seshiro the Anointed"}},{"insert":". The Gimmick of this deck is all over overrunning and overwhelming with mass snake tokens. With strong support and ways to make snake tokens at every corner. You can overwhelm the board and your opponents before they can stop it all.\n\n\nCommander\n"},{"insert":{"card-link":"Seshiro the Anointed"}},{"insert":" - Our Commander, He is a bit expensive at 6 CMC but being both a massive anthem and a card draw engine makes him perfect for the deck.\n\nArtifact\n"},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" - A Super Strong Artifact that grants soup keywords but most importantly gives haste so we can clear out the table and fast.\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":" - The Commander Staple extra mana helps a lot when casting our big spells.\n"},{"insert":{"card-link":"Banner of Kinship"}},{"insert":" - Powerful Kindred Anthem that gains all of its power from the number of snakes present on the battlefield.\n"},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" - A very helpful artifact that prevents spells from getting countered and at end step allows us to discover a spell for 5 CMC or less and cast it for free or put into hand.\n"},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":" - The green version of "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" this one has the added effect of playing a nonland permanent if we have not played anything. Works wonders with "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" \n"},{"insert":{"card-link":"Chronicle of Victory"}},{"insert":" - The upgraded version of the vanq banner. Gives the good stuff and gives card draw on snake cast\n"},{"insert":{"card-link":"Door of Destinies"}},{"insert":" - An evolving anthem that powers up each time a snake is cast.\n"},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" - The Perfect green cost reducer\n"},{"insert":{"card-link":"Orochi Hatchery"}},{"insert":" - The big snake maker. Its a double X cost but the mana the deck can generate fuels the power of this card.\n"},{"insert":{"card-link":"Patchwork Banner"}},{"insert":" - The better banner. Gives snakes +1/+1 and taps for G all for 3 mana.\n"},{"insert":{"card-link":"Rhonas's Monument"}},{"insert":" - Green reducer but only for creature spells. Snake themed yes but the cast trigger works well for our commander and other snakes.\n"},{"insert":{"card-link":"Snake Basket"}},{"insert":" - An old school card that makes snakes, The number of snakes you make is equal to the X cost and thanks to our mana generators you can make a lot of snakes.\n"},{"insert":{"card-link":"Sol Ring"}},{"insert":" - The classic commander staple.\n"},{"insert":{"card-link":"White Lotus Tile"}},{"insert":" - Three Tree City in artifact form, doesn't cost 2 mana to activate but comes into play tapped so needs a turn to work.\n\nCreature\n"},{"insert":{"card-link":"Ambush Viper"}},{"insert":" - Perfect flasher with deathtouch that can stop threats, dangerous with first strike.\n"},{"insert":{"card-link":"Anaconda"}},{"insert":" - One of the few walker snakes that can keep doing damage to players, works very well with our commander for free card draw.\n"},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" - Gaia's cradle in creature form, she can tap for a LOT of mana with enough snakes out there.\n"},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":" - An awesome snake that can tap for 4 Green if we control a power 4 or greater creature. Its a bit tricky to get that 4 Green due to the initial low power of our snakes but can be fixed with a lot of anthems.\n"},{"insert":{"card-link":"Fang of Shigeki"}},{"insert":" - A 1 drop with deathtouch that is our deterrent in players trying to aggro us.\n"},{"insert":{"card-link":"Hexdrinker"}},{"insert":" - A rather unique snake that once it gets to level 8 becomes a menace on the table.\n"},{"insert":{"card-link":"Hooded Hydra"}},{"insert":" - A snake with X in its CMC cost that works better for its X cost rather then its morph cost. When big snake dies, many snakes appear.\n"},{"insert":{"card-link":"Kashi-Tribe Elite"}},{"insert":" - A legendary snake protector that prevents our commander from getting sworded. Also as a unique effect of pseudo-stun when it deals combat damage to a creature.\n"},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" - A snake that creates more mana for each land drop. while not the strongest in this deck due to the low amount of extra land drop cards we have it can still do damage due to being a snake.\n"},{"insert":{"card-link":"Marsh Boa"}},{"insert":" - Another walker snake, this one is faster on the drop so it can start doing damage.\n"},{"insert":{"card-link":"Mire Boa"}},{"insert":" - Another walker snake, this one can regen for 1G.\n"},{"insert":{"card-link":"Mold Adder"}},{"insert":" - A special snake that preys on blue and black players as it grows in strength for each spell cast.\n"},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" - One of the two Ohran snakes. Frostfang is the stronger of the two, granting deathtouch on attackers and draw power for each creature that hits.\n"},{"insert":{"card-link":"Ohran Viper"}},{"insert":" - The other of the two Ohran snakes. Viper is weaker then its Frostfang brother. It can destroy creatures at end of combat and if it does damage to a player you can draw a card.\n"},{"insert":{"card-link":"Orochi Eggwatcher // Shidako, Broodmistress"}},{"insert":" - A hidden booster when flipped. She has a giant growth that does require to sac a creature which is easy to do with all the snakes you can make\n"},{"insert":{"card-link":"Orochi Sustainer"}},{"insert":" - An alternate version of the 2 drop elf dorks. Can tap for an additional G when Sachi is on the field.\n"},{"insert":{"card-link":"Patron of the Orochi"}},{"insert":" - The Spirit of the Snake. Powerful with Yavimana on the field.\n"},{"insert":{"card-link":"Sachi, Daughter of Seshiro"}},{"insert":" - Mini Anthem for toughness and grants shamans the ability to tap for 2G.\n"},{"insert":{"card-link":"Sakiko, Mother of Summer"}},{"insert":" - A powerful mana generator for the amount of damage caused to your opponents. Can generate a lot of mana.\n"},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" - Everyone's favorite dude. I like to play him as a mana dork when Sachi is on the field and use his ability when i'm falling short on land drops.\n"},{"insert":{"card-link":"Sakura-Tribe Scout"}},{"insert":" - A strong extra land dropper for lands in hand. Best part is that they dont come into play tapped.\n"},{"insert":{"card-link":"Sakura-Tribe Springcaller"}},{"insert":" - Not a super strong card in the deck but is a shaman and benefits from Sachi. \n"},{"insert":{"card-link":"Sasaya, Orochi Ascendant // Sasaya's Essence"}},{"insert":" - A rather interesting flip card that is basically a coat of arms for lands. It will be a bit tricky to reveal 7 lands in hand but with the draw power this deck has its very possible\n"},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" - Fun little card that can grab lands and put them into play then return a bunch of non-legendary cards from graveyard to hand.\n"},{"insert":{"card-link":"Stonecoil Serpent"}},{"insert":" - A strong X spell that has reach trample and pro-multicolor. Can act like a barrier against multicolor commanders that work off of damage\n\n\nEnchantment\n"},{"insert":{"card-link":"Beastmaster Ascension"}},{"insert":" - An easy card to get 7 quest counters on with how aggressive you can be with the deck. A massive +5/+5 anthem does wonder for the snakes. \n"},{"insert":{"card-link":"Bower Passage"}},{"insert":" - A fun card to mess with flying creatures, makes your creatures unblockable and even with Akroma's gifting you flying they can still be unblockable.\n"},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":" - I card i feel like that needs more love. When you solve the case you can play Lands, Creatures, and Enchantments. It maybe a much more expensive exploration but the benefits it gives is too good to pass up.\n"},{"insert":{"card-link":"Descendants' Path"}},{"insert":" - A way to cheat out snake creatures. The only card it cant play is Patron of the Orochi due to no spirits in the deck and its best to avoid the X spells as X = 0 because of it.\n"},{"insert":{"card-link":"Doubling Season"}},{"insert":" - A monster of a doubler in this deck. Doubles all counters and all token making.\n"},{"insert":{"card-link":"Parallel Lives"}},{"insert":" - Only doubles tokens but with season mixed it makes 5 tokens become 20 and overwhelms the field completely.\n"},{"insert":{"card-link":"Snake Pit"}},{"insert":" - A way to speed up your overwhelming forces from both blue and black players.\n"},{"insert":{"card-link":"Sylvan Anthem"}},{"insert":" - A rather interesting green anthem. Whenever a green creature enters you can scry making easier to sift through and get pieces you need\n"},{"insert":{"card-link":"Unnatural Growth"}},{"insert":" - A combat powerhouse that doubles power and toughness each combat. Can clinch out wins once timed right.\n"},{"insert":{"card-link":"Wild Growth"}},{"insert":" - An aura for making more green mana on a land. Fast and easy to work with\n\nInstant\n"},{"insert":{"card-link":"Break Down the Door"}},{"insert":" - A stronger version of "},{"insert":{"card-link":"Return to Nature"}},{"insert":" as this can exile at instant speed so it beats out "},{"insert":{"card-link":"Fade into Antiquity"}},{"insert":".\n"},{"insert":{"card-link":"Cobra Trap"}},{"insert":" - A special card for dealing with noncreature breakers, instead of 6 CMC it goes down to 1G and makes 4 snakes.\n"},{"insert":{"card-link":"Collective Resistance"}},{"insert":" - A card that can work wonders for getting rid of problematic artifacts and enchantments while also being able to protect creatures with hexproof and indestructible. Get a lot of Green mana and escalate till there is nothing left on the field\n"},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" - The tried and true green mass protection spell.\n"},{"insert":{"card-link":"Kindred Summons"}},{"insert":" - A big spell that can, in theroy, dump all your snakes out of your library and onto the field. Really fun to do.\n"},{"insert":{"card-link":"Krosan Grip"}},{"insert":" - A very strong artifact or enchantment breaker has split second but can be countered from morph timings.\n"},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" - One of our many game enders. Can be used to draw a lot of cards but with the number of creatures doing massive damage the +3/+3 is hard not to pass up.\n"},{"insert":{"card-link":"Wrap in Vigor"}},{"insert":" - A funny card to counter non wrath of god nuke spells.\n\nLand\n"},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" - A very strong land that can get rid of problematic cards. Yes they can fetch for a land with a basic land type but stoping them from being the problem is important.\n"},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" - Make all your snakes uncounterable. Keeps bluey at bay.\n"},{"insert":{"card-link":"Evendo, Waking Haven"}},{"insert":" - Slow Gaia's Cradle. Does require a G to get the effect when you get to 12 but the mana you can make with it is sublime.\n"},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" - Wasn't too sure about adding this into the deck but proliferate can help make big problems bigger\n"},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" - Can get to 10 power easy and its funny dropping heat for free with this card\n"},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" - Special command tower that works for kindred decks by granting scry 1 for matching.\n"},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" - No hand size is so much fun.\n"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" - Make a creature unblockable and give them the cobra kiss.\n"},{"insert":{"card-link":"Three Tree City"}},{"insert":" - Mass armies favorite card. Works different then "},{"insert":{"card-link":"White Lotus Tile"}},{"insert":" as it needs a sol ring to activate but doesn't come into play tapped so it can work off rip.\n"},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" - A strange card to see here but the Boa's and Anaconda's love this card as it allows them free reign against their opponents. \n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" - A redundant card to have but "},{"insert":{"card-link":"Patron of the Orochi"}},{"insert":" allows us to untap all lands so we can make even more mana.\n"},{"insert":{"card-link":"War Room"}},{"insert":" - This card acts like a last ditch effort to draw a card. is a better version of "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":" since it doesnt require a power 4 creature to work.\n\nSorcery\n"},{"insert":{"card-link":"Explore"}},{"insert":" - Draw and another land drop can help out a lot\n"},{"insert":{"card-link":"Preposterous Proportions"}},{"insert":" - A strong game ender. +10/+10 and vigilance and when paired with trample cards close out games hard and fast.\n"},{"insert":{"card-link":"Rampant Growth"}},{"insert":" - Helps with missing land drops or more lands for us to play our mana dorks to play more cards with\n"},{"insert":{"card-link":"Sosuke's Summons"}},{"insert":" - A snake token generator. When a nontoken snake enters play you can bring it from yard to hand.\n\nThere are a few weakness' to this deck such as milling and stax with a dash of pillow fort so it helps to crush them first before they get out of hand and make it harder for you to secure the win.\n"}]}






























































