I looked at a bunch of builds for this general, none of which i liked very much, so i made my own. The goal of the deck is to get seven land in hand, use the generals ability, then win using the excess mana that is produced.
After doing extensive playing with this deck, I found that having lower land than is typical with other Sasaya decks plays VERY well, and I win most games I play with this deck.
erm, just 44 lands? that's probably not enough to get sasaya off very quickly. You should probably playtest it, but most sasaya decks run a lot more lands than that. Hell, some of my non-sasaya decks run more.
Also, I see people trying to use helix pinnacle as a wincon for sasaya, but trust me, it's crap. for one thing, it gives you no defense. Compare it to Centaur glade (which kicks ass) - Even if you don't have enough centaurs to win, you'll have plenty of blockers to fend off all the people who will be trying to kill you. With helix pinnacle, you've got a target painted on your back a mile wide. And I know you're thinking "well what if I don't play it until I can win in a single turn?" You have to wait until your next upkeep to win, so everyone gets at least a full turn to smack you around. And in a multiplayer game with everyone pounding on you, you almost certainly won't last a turn.
I never really liked all the of "extra land drop" effects in Sasaya. Sasaya will get blown up, and you will have an impossible time trying to flip her again. I mean, really, you don't need many more than 5 or 6 lands (about when sasaya flips) to go absurd with her. The thing that's awesome about sasaya is that it's all the ramp you need, so you could cut all of the ramp spells and still come out way ahead of other players.
With that said, here's a few changes for the mana base I'd recommend.
The lands don't have to tap for mana to be awesome:
Now, as far as spells go, you can take a completely different direction with this, but I wanted to make sure Sasaya flipped on turn 4 or 5 with a spell of some kind backing her up. That meant lots of lands, and the rest of your spells had to be bombs that could win the game on their own. Here are some cards of yours I'd be more than happy to cut:
Teferi's Puzzlebox (cute, but is it good enough?)
Sensei's Divining Top (sylvan library seems almost strictly better here, with your lack of shuffle effects)
Seedborn Muse
Molimo
Azusa
All of the enchantments except for Greater Good and City of Solitude.
Your sorceries are pretty good. The only thing I see missing is Woodland Guidance, which can be like Early Harvest on steroids for you. I'd consider cutting New Frontiers.
The problem with all of these cards that ramp lands into play is that they're only good when Sasaya flips. They'd be awesome in an Azusa deck, but in Sasaya you want lands in your land. If you drop all your lands after you flip her, you aren't playing bombs, and sasaya will probably die before you untap.
In short, I'd cut all the ramp spells. If you can, add the snow base, then add tutors for Scrying Sheets like Reap and Sow, Sylvan ScryingInto the North or Expedition Map. Sheets singlehandedly makes sure you have spells to play, and plenty of lands to activate sasaya, and is all around broken in this deck.
Add more lands, to make sure you have enough to flip sasaya. Add more creatures that threaten to win the game when they resolve. YOu aren't going to see terribly many spells, so the ones that you cast need to matter. Things like Seedborn Muse are cute, but what are you going to do on your opponents turn with infinite mana? Unless you have a token generator, it's just not going to do very much, and you don't have terribly many of those. More eldrazi and sac outlets would be cool, since you've got Eye to tutor them up and recast them. I can only imagine Emrakul + Eye of Ugin + Greater good. Draw 15, recast emrakul, timewalk and annihilate 6 again? seems okay.
Anyway, nice deck. I think it could use a little tweaking, but it's an awesome starting point. Much better than my first sasaya deck anyway.
You should also probably include all of the sac lands that can get forests. This will help when Sasaya gets destroyed to flip her again when you get Life from the Loam to pot more lands in hand. And 45 lands still seems low, I would bump it up to 50 at a minimum.
Once you do get her flipped, you are going to want some big, back breaking spells. Consider the legendary Eldrazi, and Sundering Titan is good in a mono-colored deck. Just some ideas.
Private Mod Note
():
Rollback Post to RevisionRollBack
Check out my articles about EDH on MTGO HERE
Most recently looking at Morinfen!
I've done some extensive testing, and this deck works great. Lower land (not half my deck) means i have more cards to get the land faster instead of sitting and drawing all of it. Also, the deck has an infinite turn combo! Emrakul sac'd to greater good, snag him from the deck with citanul flute, play him, lather rinse repeat.
Private Mod Note
():
Rollback Post to RevisionRollBack
Roses are red,
Violets are blue,
This line doesn't rhyme,
And neither does this one.
_________
Current EDH deck lists: Rebuilding Azusa and
Planning Ertai, the Corrupted
_________
I have a Sasaya deck myself - I also disliked the fact that people ran so many lands. I eventually cut down to like 53 or so lands...
Anyway, try Storm Cauldron - it's a great way to activate Sasaya again when she gets killed. And dropping an extra land per turn is simply craziness in this deck.
After doing extensive playing with this deck, I found that having lower land than is typical with other Sasaya decks plays VERY well, and I win most games I play with this deck.
1 Sasaya, Orochi Ascendant
Creatures (14)
1 Azusa, Lost but Seeking
1 Dosan the Falling Leaf
1 Emrakul, the Aeons Torn
1 Eternal Witness
1 Kamahl, Fist of Krosa
1 Kozilek, Butcher of Truth
1 Magus of the Candelabra
1 Omnath, Locus of Mana
1 Panglacial Wurm
1 Patron of the Orochi
1 Seedborn Muse
1 Terastadon
1 Ulamog, the Infinite Gyre
1 Yavimaya Elder
Artifacts (12)
1 Armillary Sphere
1 Citanul Flute
1 Crucible of Worlds
1 Crystal Ball
1 Extraplanar Lens
1 Font of Mythos
1 Mind's Eye
1 Mirari
1 Orochi Hatchery
1 Sensei's Divining Top
1 Teferi's Puzzle Box
1 Temple Bell
1 Abundance
1 Asceticism
1 Burgeoning
1 City of Solitude
1 Defense of the Heart
1 Greater Good
1 Manabond
1 Rites of Flourishing
1 Sylvan Library
1 Vernal Bloom
Sorceries (15)
1 Cultivate
1 Gaea's Bounty
1 Gelatinous Genesis
1 Genesis Wave
1 Harmonize
1 Hurricane
1 Journey of Discovery
1 Kodama's Reach
1 Life from the Loam
1 Natures Spiral
1 Recollect
1 Regrowth
1 Restock
1 Seek the Horizon
1 Tooth and Nail
1 Crop Rotation
1 Krosan Grip
1 Reclaim
1 Relic Crush
1 Summoner's Pact
Land (42)
40 Snow-Covered Forest
1 Reliquary Tower
1 Eye of Ugin
I welcome comments and constructive criticism.
1 Mana Reflection
1 Mirri's Guile
1 Primeval Titan
1 Oath of Druids
1 Tower of Fortunes
1 Scrying Sheets
Violets are blue,
This line doesn't rhyme,
And neither does this one.
_________
Current EDH deck lists: Rebuilding Azusa and
Planning Ertai, the Corrupted
_________
Trade: CLICK ME!
Also, I see people trying to use helix pinnacle as a wincon for sasaya, but trust me, it's crap. for one thing, it gives you no defense. Compare it to Centaur glade (which kicks ass) - Even if you don't have enough centaurs to win, you'll have plenty of blockers to fend off all the people who will be trying to kill you. With helix pinnacle, you've got a target painted on your back a mile wide. And I know you're thinking "well what if I don't play it until I can win in a single turn?" You have to wait until your next upkeep to win, so everyone gets at least a full turn to smack you around. And in a multiplayer game with everyone pounding on you, you almost certainly won't last a turn.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
With that said, here's a few changes for the mana base I'd recommend.
The lands don't have to tap for mana to be awesome:
Snow base is actually really awesome for this deck, especially once you up the land count to 50 or 60 some.
Cycling Lands and other ways to 'draw more cards' are pretty essential in green.
Now, as far as spells go, you can take a completely different direction with this, but I wanted to make sure Sasaya flipped on turn 4 or 5 with a spell of some kind backing her up. That meant lots of lands, and the rest of your spells had to be bombs that could win the game on their own. Here are some cards of yours I'd be more than happy to cut:
Teferi's Puzzlebox (cute, but is it good enough?)
Sensei's Divining Top (sylvan library seems almost strictly better here, with your lack of shuffle effects)
Seedborn Muse
Molimo
Azusa
All of the enchantments except for Greater Good and City of Solitude.
Your sorceries are pretty good. The only thing I see missing is Woodland Guidance, which can be like Early Harvest on steroids for you. I'd consider cutting New Frontiers.
The problem with all of these cards that ramp lands into play is that they're only good when Sasaya flips. They'd be awesome in an Azusa deck, but in Sasaya you want lands in your land. If you drop all your lands after you flip her, you aren't playing bombs, and sasaya will probably die before you untap.
Here are some cards you might consider:
Masticore - combos with Kamahl to Armageddon other players. It's pretty hilarious once or twice, but then your group gets tired of it.
[card]
Rings of Brighthearth[/card] to double up on cycling effects/others.
In short, I'd cut all the ramp spells. If you can, add the snow base, then add tutors for Scrying Sheets like Reap and Sow, Sylvan Scrying Into the North or Expedition Map. Sheets singlehandedly makes sure you have spells to play, and plenty of lands to activate sasaya, and is all around broken in this deck.
Add more lands, to make sure you have enough to flip sasaya. Add more creatures that threaten to win the game when they resolve. YOu aren't going to see terribly many spells, so the ones that you cast need to matter. Things like Seedborn Muse are cute, but what are you going to do on your opponents turn with infinite mana? Unless you have a token generator, it's just not going to do very much, and you don't have terribly many of those. More eldrazi and sac outlets would be cool, since you've got Eye to tutor them up and recast them. I can only imagine Emrakul + Eye of Ugin + Greater good. Draw 15, recast emrakul, timewalk and annihilate 6 again? seems okay.
Anyway, nice deck. I think it could use a little tweaking, but it's an awesome starting point. Much better than my first sasaya deck anyway.
Violets are blue,
This line doesn't rhyme,
And neither does this one.
_________
Current EDH deck lists: Rebuilding Azusa and
Planning Ertai, the Corrupted
_________
Trade: CLICK ME!
Once you do get her flipped, you are going to want some big, back breaking spells. Consider the legendary Eldrazi, and Sundering Titan is good in a mono-colored deck. Just some ideas.
Most recently looking at Morinfen!
Violets are blue,
This line doesn't rhyme,
And neither does this one.
_________
Current EDH deck lists: Rebuilding Azusa and
Planning Ertai, the Corrupted
_________
Trade: CLICK ME!
Anyway, try Storm Cauldron - it's a great way to activate Sasaya again when she gets killed. And dropping an extra land per turn is simply craziness in this deck.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
Violets are blue,
This line doesn't rhyme,
And neither does this one.
_________
Current EDH deck lists: Rebuilding Azusa and
Planning Ertai, the Corrupted
_________
Trade: CLICK ME!