This deck makes the unusual choice to draw, so you have a better chance of drawing 7 lands, even if you have a win con in hand. Other than that, the deck is very easy to play, just use your large amounts of mana to make tons of tokens or go infinite with make a lot of tokens withsprout swarm.
Might help out to be able to drop multiple lands. Horn of Greed should be fun too since both Azusa and Exploration trigger it. Yeah it helps them as well but, if you're playing four lands a turn and drawing five cards, I think you might be okay
No one seems to understand the point of the deck. The point is to flip Sasaya as quickly as possible, so you can make tons of creatures with your win cons. Adding nonland cards or playing all of my lands quickly will only decrease the consistency of drawing 7 lands. The nonforest lands also slow down my ramp, because each forest makes the other produce more mana.
I would cut most of the land searching spells...do you really need them considering 85% of your deck is land?
Aside from New Frontiers, which seems funny when you have 40 mana to blow, the rest of the land searchers seem underwhelming.
I second the motion for Rude Awakening, Aside from the possibility of walking into Hideous Laughter or something, you could kill a lot of people all at once.
I would also suggest Overrrun or Garruck to help those hordes of small creatures get there.
Rack will get you deeper towards your spells when you need to draw anything other than land and can set up a good Clear the Land without touching your very few win conditions.
Rowen lets you draw an extra card per turn as you have a 1:5 chance of not revealing a basic land. When you have an effect that allows you to increase the number of land you play per turn, this will also be handy.
It's say the biggest issue is finding the win conditions once you have the mana.
When I built Sasaya the biggest problem was actually drawing win cons. To help flip Sasay with an increased non-land count, I added most any card that searched multiple lands to hand or got a land and replaced themselves. Seek the Horizon, Yavimaya Elder, Armillary Sphere, Kodama's Reach, and Krosan Tusker all made a big difference in being able to keep the deck going and actually make land drops. I would also highly recommend Planar Portal and Horn of Greed. Well of Knowledge is amusing, but tends to make other people draw Dismantling Blow.
What about Magus of the Candelabra and Candelabra of Tawnos? You can tap all your lands to make an absurd amount of mana then use a fraction of all that mana to untap them and then make more mana again.
I don't see much point to the 2 Civic Wayfinder's as I don't think a 2/2 is worth 3 mana in EDH even without a card cost. Another thing I recall, Scroll of Origins was pretty much awesome in the deck.
I've been thinking about this deck throughout the day and I have yet to figure how you plan on going infinite with Sprout Swarm.
I don't think he can actually go "infinite" but for all intensive purposes it may as well be infinite.
Tap for 100*G.
Play Sprout Swarm 20 times.
Covoke tap your 20 saprolings to play 4 more.
Next turn tap for 121*G.
Play Sprout Swarm 24 times.
Convoke tap 45 saprolings to play 9 more.
(at this point you have 57 saprolings. this is going to continue into infinity, but taking as many turns to do so.)
next few turns:
+28, +17.
+33, +26
+39, +34
+45, +42.
(currently 252 saprolings.) I'll try to figure out the formula.
Edit: this is starting from 10lands and only adding 1 land per turn.
Edit2: (G²/5)(1.2 or 6/5) = Saproling output, rounding down. So assuming he's drawing 1 card per turn, he will make 1816 saprolings the turn before he decks himself.(having 88 turns once he activates his general).
The deck is more about having lots of mana available, not necessarily lots of land. You often don't want to play a land every turn, even if the land drop is available, so you can replay and flip Sasaya if needed. Therefore, any card that searches out multiple lands to hand or simply draws cards is at a premium, but other acceleration is mostly ignored, and things that can take advantage of ridiculous counts are the main win (e.g. Wurmcalling).
So, aside from very aggressive mulligans, how do you deal with situations where all you draw is land and nothing to play it with?
This is why when I built it I actually had a good bit fewer lands, but extreme priority on anything that searched land and drew cards to support a higher win-con count.
1 Sasaya, Orochi Ascendant
The Land:83
82 Snow-Covered Forest
1 Scrying Sheets
Land Getters:6
1 Gaea's Bounty
1 Mulch
1 Journey of Discovery
1 New Frontiers
1 Armillary Sphere
1 Fa'adiyah Seer
1 Dark Depths
1 Riptide Replicator
1 Myr Matrix
1 Orochi Hatchery
1 Centaur glade
1 Helix Pinnacle
1 Sprout Swarm
1 Verdeloth the Ancient
1 Nemata, Grove Guardian
1 Wurmcalling
This deck makes the unusual choice to draw, so you have a better chance of drawing 7 lands, even if you have a win con in hand. Other than that, the deck is very easy to play, just use your large amounts of mana to make tons of tokens or
go infinite withmake a lot of tokens withsprout swarm.Comments and Critiques are wecome
Might help out to be able to drop multiple lands. Horn of Greed should be fun too since both Azusa and Exploration trigger it. Yeah it helps them as well but, if you're playing four lands a turn and drawing five cards, I think you might be okay
These fit the theme and could give some punch as well.
B Pox
WG(R/B) Enchantress
WRU Star Spangled Failure
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BWR Oros
GWU Jenara
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B (small)Pox
GWUBR Enchantress
RW Stax(less) Records
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
Also, Ant Queen will be added after M10.
http://cubetutor.com/viewcube/1959
:symg::symu: Momir Vig, Simic Visionary
Drana, Kalastria Bloodchief
Aside from New Frontiers, which seems funny when you have 40 mana to blow, the rest of the land searchers seem underwhelming.
I second the motion for Rude Awakening, Aside from the possibility of walking into Hideous Laughter or something, you could kill a lot of people all at once.
I would also suggest Overrrun or Garruck to help those hordes of small creatures get there.
Rack will get you deeper towards your spells when you need to draw anything other than land and can set up a good Clear the Land without touching your very few win conditions.
Rowen lets you draw an extra card per turn as you have a 1:5 chance of not revealing a basic land. When you have an effect that allows you to increase the number of land you play per turn, this will also be handy.
It's say the biggest issue is finding the win conditions once you have the mana.
Oh and I second the Life from the Loam suggestion
Commander BLOG: The Crazy 99
Gonti ; Sissay
Krosan Tusker = potentially 2 for 1 (uncounterable)
A friend of mine used to play a deck very similar to this. It was pretty solid.
EDIT: see above, i was beaten to it
Current EDH Decks:
G Multani, Maro-Sorcerer
B Xiahou Dun, the One-Eyed
GU Momir Vig, Simic Visionary
Some cards to consider:
Rites of Spring
Magus of the Library
Staff of Domination
Sylvan Library
Sprouting Vines
Current EDH Decks:
G Multani, Maro-Sorcerer
B Xiahou Dun, the One-Eyed
GU Momir Vig, Simic Visionary
List time
1 Armillary Sphere
2 Borderland Ranger
3 Civic Wayfinder
4 Journeyer's Kite
5 Kodama's Reach
6 Krosan Tusker
7 Rites of Spring
8 Rowen
9 Seek the Horizon
10 Yavimaya Elder
11 Ant Queen
12 Centaur Glade
13 Helix Pinnacle
14 Myr Matrix
15 Nemata, Grove Guardian
16 Orochi Hatchery
17 Riptide Replicator
18 Sprout Swarm
19 Staff of Domination
20 Verdeloth the Ancient
21 Doubling Season
22 Life from the Loam
23 Planar Portal
24 Scroll Rack
25 Seedborn Muse
26 Sensei's Diving Top
27 Coat of Arms
28 Garruk Wildspeaker
29 Kamhal, Fist of Krosa
30 Scrying Sheets
31 Slippery Karst
32 Tranquil Thicket
Abundance!!!
I don't think he can actually go "infinite" but for all intensive purposes it may as well be infinite.
Tap for 100*G.
Play Sprout Swarm 20 times.
Covoke tap your 20 saprolings to play 4 more.
Next turn tap for 121*G.
Play Sprout Swarm 24 times.
Convoke tap 45 saprolings to play 9 more.
(at this point you have 57 saprolings. this is going to continue into infinity, but taking as many turns to do so.)
next few turns:
+28, +17.
+33, +26
+39, +34
+45, +42.
(currently 252 saprolings.) I'll try to figure out the formula.
Edit: this is starting from 10lands and only adding 1 land per turn.
Edit2: (G²/5)(1.2 or 6/5) = Saproling output, rounding down. So assuming he's drawing 1 card per turn, he will make 1816 saprolings the turn before he decks himself.(having 88 turns once he activates his general).
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
This is why when I built it I actually had a good bit fewer lands, but extreme priority on anything that searched land and drew cards to support a higher win-con count.