163 views5 months ago
Commander
Size: 100Salt sum: 42.65
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PsychoWolfen

163 views5 months ago
Commander
Size: 100Salt sum: 42.65

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Seshiro the Anointed
Other Snake creatures you control get +2/+2.
Whenever a Snake you control deals combat damage to a player, you may draw a card.
Legendary Creature - Monk Snake
Seshiro the Anointed (sld) 1224

Commander

(Ctrl to add secondary)
Akroma's Memorial
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
Legendary Artifact
Akroma's Memorial (tsr) 262
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
Banner of Kinship
As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type.
Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.
Artifact
Banner of Kinship (fdn) 127
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.)
Legendary Artifact
Chimil, the Inner Sun (ecc) 137
Chronicle of Victory
As Chronicle of Victory enters, choose a creature type.
Creatures you control of the chosen type get +2/+2 and have first strike and trample.
Whenever you cast a spell of the chosen type, draw a card.
Legendary Artifact
Chronicle of Victory (ecl) 253
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
Artifact
Conduit of Worlds (tdc) 251
Door of Destinies
As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
Artifact
Door of Destinies (c17) 208
Emerald Medallion
Green spells you cast cost
less to cast.
Artifact
Emerald Medallion (mh3) 291
Orochi Hatchery
This artifact enters with X charge counters on it.
,
: Create a 1/1 green Snake creature token for each charge counter on this artifact.
Artifact
Orochi Hatchery (chk) 266
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (soc) 353
Rhonas's Monument
Green creature spells you cast cost
less to cast.
Whenever you cast a creature spell, target creature you control gets +2/+2 and gains trample until end of turn.
Legendary Artifact
Rhonas's Monument (plst) AKH-236
Snake Basket
, Sacrifice this artifact: Create X 1/1 green Snake creature tokens. Activate only as a sorcery.
Artifact
Snake Basket (vis) 155
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
White Lotus Tile
This artifact enters tapped.
: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common.
Artifact
White Lotus Tile (tla) 262

Artifact

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Ambush Viper
Flash
Deathtouch
Creature - Snake
Ambush Viper (cmr) 213
Anaconda
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature - Snake
Anaconda (7ed) 229★
Circle of Dreams Druid
: Add
for each creature you control.
Creature - Elf Druid
Circle of Dreams Druid (afr) 176
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.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 458
Fang of Shigeki
Deathtouch
Creature Enchantment - Snake Ninja
Fang of Shigeki (neo) 347
Hexdrinker
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
LEVEL 3-7
4/4
Protection from instants
LEVEL 8+
6/6
Protection from everything
Creature - Snake
Hexdrinker (sld) 1222
Hooded Hydra
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 green Snake creature token for each +1/+1 counter on it.
Morph

As this creature is turned face up, put five +1/+1 counters on it.
Creature - Snake Hydra
Hooded Hydra (ktk) 136
Kashi-Tribe Elite
Legendary Snakes you control have shroud. (They can't be the targets of spells or abilities.)
Whenever this creature deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
Creature - Warrior Snake
Kashi-Tribe Elite (sok) 135
Lotus Cobra
Landfall — Whenever a land you control enters, add one mana of any color.
Creature - Snake
Lotus Cobra (znr) 307
Marsh Boa
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature - Snake
Marsh Boa (pcy) 118
Mire Boa
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Creature - Snake
Mire Boa (tsr) 219
Mold Adder
Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on this creature.
Creature - Fungus Snake
Mold Adder (m10) 194
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (otc) 199
Ohran Viper
Whenever this creature deals combat damage to a creature, destroy that creature at end of combat.
Whenever this creature deals combat damage to a player, you may draw a card.
Snow Creature - Snake
Ohran Viper (csp) 115
Orochi Eggwatcher
,
: Create a 1/1 green Snake creature token. If you control ten or more creatures, flip this creature.
Creature - Shaman Snake
Orochi Eggwatcher // Shidako, Broodmistress (chk) 233
Orochi Sustainer
: Add
.
Creature - Shaman Snake
Orochi Sustainer (chk) 236
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.
Legendary Creature - Spirit
Patron of the Orochi (bok) 138
Sachi, Daughter of Seshiro
Other Snake creatures you control get +0/+1.
Shamans you control have "
: Add
."
Legendary Creature - Shaman Snake
Sachi, Daughter of Seshiro (chk) 238
Sakiko, Mother of Summer
Whenever a creature you control deals combat damage to a player, add that much
. Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Shaman Snake
Sakiko, Mother of Summer (cmm) 570
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (chk) 239
Sakura-Tribe Scout
: You may put a land card from your hand onto the battlefield.
Creature - Scout Shaman Snake
Sakura-Tribe Scout (sok) 144
Sakura-Tribe Springcaller
At the beginning of your upkeep, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creature - Shaman Snake
Sakura-Tribe Springcaller (bok) 142
Sasaya, Orochi Ascendant
Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya.
Legendary Creature - Monk Snake
Sasaya, Orochi Ascendant // Sasaya's Essence (sok) 145
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.
Legendary Creature Enchantment - Druid Snake
Shigeki, Jukai Visionary (neo) 480
Stonecoil Serpent
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Creature Artifact - Snake
Stonecoil Serpent (sld) 1226

Creature

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Beastmaster Ascension
Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Enchantment
Beastmaster Ascension (blc) 118
Bower Passage
Creatures with flying can't block creatures you control.
Enchantment
Bower Passage (avr) 170
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.
Enchantment - Case
Case of the Locked Hothouse (mkm) 155
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
Descendants' Path (tle) 167
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.
Enchantment
Doubling Season (wot) 52
Parallel Lives
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Parallel Lives (wot) 58
Snake Pit
Whenever an opponent casts a blue or black spell, you may create a 1/1 green Snake creature token.
Enchantment
Snake Pit (plst) MMQ-271
Sylvan Anthem
Green creatures you control get +1/+1.
Whenever a green creature you control enters, scry 1.
Enchantment
Sylvan Anthem (mh2) 176
Unnatural Growth
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Enchantment
Unnatural Growth (inr) 223
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (pip) 208

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.)
Instant
Break Down the Door (dsk) 170
Cobra Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay
rather than pay this spell's mana cost.
Create four 1/1 green Snake creature tokens.
Instant - Trap
Cobra Trap (zen) 160
Collective Resistance
Escalate
(Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Collective Resistance (mh3) 147
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
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
Kindred Summons (ecc) 112
Krosan Grip
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
Instant
Krosan Grip (c21) 198
Return of the Wildspeaker
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Instant
Return of the Wildspeaker (ecc) 115
Wrap in Vigor
Regenerate each creature you control.
Instant
Wrap in Vigor (plst) FUT-141

Instant

(Ctrl to add secondary)
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.
Legendary Land
Boseiju, Who Endures (neo) 266
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 345
Evendo, Waking Haven
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Add
for each creature you control.
Land - Planet
Evendo, Waking Haven (eoe) 253
Forest
(
: Add
.)
Basic Land - Forest
Forest (hob) 198
Karn's Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
Karn's Bastion (eoc) 163
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.
Land
Mosswort Bridge (tdc) 379
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.)
Land
Path of Ancestry (soc) 393
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (dsc) 295
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 260
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Explore
You may play an additional land this turn.
Draw a card.
Sorcery
Explore (tle) 259
Preposterous Proportions
Creatures you control get +10/+10 and gain vigilance until end of turn.
Sorcery
Preposterous Proportions (fdn) 109
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Sosuke's Summons
Create two 1/1 green Snake creature tokens.
Whenever a nontoken Snake you control enters, you may return this card from your graveyard to your hand.
Sorcery
Sosuke's Summons (plst) BOK-145

Sorcery

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
67 pips - 48 cards
48 mana - 42 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
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Deck extras (0)

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"}]}
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