|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||None|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
|Promo Set (000)||Common|
|Champions of Kamigawa (CHK)||Common|
|Promo set for Gatherer (PSG)||Mythic Rare|
Combos Browse all
Creature — Snake Shaman
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
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Sakura-Tribe Elder Discussion
19 hours ago
Vial decks tend to play a lot of the same creatures, since they use creatures of relatively similar cost, and mostly with strong etb-effects (the real text on Leonin Arbiter is "when leonin arbiter enters the battlefield, counter target fetchland"). There are a lot of different creatures that qualify for use, but no more than you end up seeing a lot of "usual suspects" repeatedly, and overall Aether Vial does force your deck into a certain shape: 25+ creatures, and creatures with casting cost 4 or less (usually centering on 2 or 3). If what you want to do is to play bigger creatures than that, ramping is more efficient than vialing (efficient = faster) - also since creatures you ramp in are more powerful on their own, and with vial-sized creatures you have to rely on synergies between them. In this deck, there is a Thalia, Guardian of Thraben - but not the synergy pieces. Thalia creates pressure on mana, but not very reliable, since there's only 4 thalias and nothing else that helps on this strategy. A common approach is to follow up with Aven Mindcensor and Leonin Arbiter, since they put even more pressure on opponents mana, at least for opponents who search out their lands, with fetches, or with Expedition Maps or with Primeval Titans. And if you expect lots of combo, you could have Judge's Familiar in the sideboard. All this to say, that there's good reason to bring the full package for vial'ing, even if it does make your deck a little bit similar to something that was once played by someone else.
Also: Sorry to say, but Elvish Piper is rubbish. 2 problems: Even if you ramp like a boss, you can't play it until turn 3, and activate it until turn 4. This means you opponent gets 3 or 4 turns to act in - some decks will close the game in that time, but even those that don't will be able to find an answer to your piper (it's a 1/1 creature with no protection). It's not just some decks that can remove it, it is more or less each and every deck in modern. Second problem: No redundancy. There's only Elvish Piper that functions like elvish piper, unless you count Quicksilver Amulet as a kind of piper too. And then what do you do in those games where you don't draw piper, or it is killed right away?
Both vial and ramp are relatively simply plans, at their core, even if they are not simple to play. They also both take up the space in a whole deck, and they don't really have any cards in common. But if you want something that feels a bit like both, you could go for something like Sun Titan-Emeria, The Sky Ruin, and a bunch of things you can pull out of graveyard with titan. And some early-game ramp with Sakura-Tribe Elder and Renegade Rallier. If you want to play ramp, I'd suggest you go for a more land-based kind, since creatures have a tendency to die at inconvenient moments, and there's simply less land-removal played on average. With land-based ramp, you can play sweepers without shooting yourself in the feet, and that makes some match-ups a lot easier.
And last: I simply don't get angel-tribal. The creatures are too costly in mana to be much good in the early game, and doesn't really synergize as well as other tribes do. Each of them is pretty strong, though, there's just no real reason to play them as a tribe, apart from a taste for illustrations of winged women with long legs. But in this deck, even those angels that could be synergy/combo components, aren't. There's no Spike Feeder for the Archangel of Thune and no Avenger of Zendikar for the Sublime Archangel. Again - are they really the best thing you can ramp into? Or even the funniest?
1 week ago
Spore Frog, Mystic Remora, Sakura-Tribe Elder, Mulldrifter, Burnished Hart are all very good in this deck as well as things that say cumulative upkeep. The way I like to play her is finding permanents that do the same thing as some of your sorceries. Harrow is also very good for ramp because you essentially get it for free with muldrotha on the field.
1 week ago
No problem, I thought that too. But when decks look relatively solid I tend to suggest janky things to make it more interesting, because trying to make jank work is what I like to do. I guess your goal was to try and win with the deck, I was kind of assuming you just wanted to have fun (although I guess winning is a way to have fun) so I went with something I thought would make it objectively more fun eheheh.
I suggested Witness because I saw Gaea's Blessing and Shreds of Sanity, which I assumed were for getting Guided Passages back for more value. I figured it would be an easier/better way to do that since it puts it back into your hand rather than shuffling it in the deck, can be recurred itself (isn't exiled like Shreds of Sanity), and is a creature which means there's a possibility of getting more than one card that can get back a Guided Passage per Guided Passage.
By the way, have you thought of playing any counterspells? You could play OG Counterspell! :DDD It's really cheap since the only formats it's legal in are Commander, Legacy, and Vintage, (and block formats) but there are better counters in Legacy and Vintage and in Commander you can only play one. You have a pretty decent amount of blue and Sakura-Tribe Elder can search out islands so there won't be too much trouble casting it.
1 week ago
1 week ago
Some suggestions to consider: take out Manalith, Opaline Unicorn, Embodiment of Spring, and Gruul Keyrune, replace with Gruul Signet, Simic Signet, and Izzet Signet, and Sol Ring. For flying, Wonder provides a similar effect to Archetype of Imagination, and is a little harder to deal with. You will want to add more lands to this deck in order to cast your big creatures on time. I would say 35-38 lands, and cut some of your sorceries for ramp spells like Rampant Growth, Farseek,Cultivate, Kodama's Reach, Explosive Vegetation, or Skyshroud Claim. Thassa, God of the Sea is a more reliable way to make creatures unblockable than Invisibility or Way of the Thief. I always include a copy of Decimate in any deck that can play it. The same goes for Cyclonic Rift and Chaos Warp. Lastly, a few creatures that you could upgrade your deck with: Sakura-Tribe Elder, Joraga Treespeaker, Sylvan Caryatid, Courser of Kruphix, Genesis, Avenger of Zendikar, Prime Speaker Zegana, and Progenitor Mimic.
1 week ago
1 week ago
Temple of the False God
Birds of Paradise
Courser of Kruphix
Jace, Memory Adept
2 weeks ago
The following cards may be of interest to you: Charnelhoard Wurm, Gleancrawler, Fleshbag Marauder, Sek'Kuar, Deathkeeper, Sakura-Tribe Elder, Caustic Caterpillar, Meren of Clan Nel Toth, Stalking Vengeance. Neat deck! Don't see Adun often. +1 from me