Sakura-Tribe Elder

Sakura-Tribe Elder

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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Printings View all

Set Rarity
Commander 2020 (C20) Common
Mystery Booster (MYS1) Common
Commander 2019 (C19) Common
Commander 2018 (C18) Common
Commander Anthology (CM1) None
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Conspiracy (CNS) Common
Commander 2013 (C13) Common
MTG: Commander (CMD) Common
Archenemy (ARC) Common
Champions of Kamigawa (CHK) Common
Promo Set (000) Common
Promo set for Gatherer (PSG) Mythic Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Pauper Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Pauper EDH Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Sakura-Tribe Elder occurrence in decks from the last year

Modern:

All decks: 0.13%

Commander / EDH:

All decks: 0.19%

Green: 0.52%

Golgari: 0.85%

GU (Simic): 0.95%

GW (Selesnya): 0.81%

RG (Gruul): 2.01%

RUG (Temur): 2.25%

BRG (Jund): 2.22%

BGW (Abzan, Junk): 2.89%

BUG (Sultai): 1.33%

Sakura-Tribe Elder Discussion

harbingerofduh on Arixmethes: Early to Bed, Early to Rise

2 days ago

Thanks for the comment, Voke1012. For this deck I much prefer spells and creatures that search out lands from the deck rather than tapping for mana themselves. There are a few reasons for this. First, creatures like Sakura-Tribe Elder can both ramp and chump-block; chumping with a BoP means that I lose the mana it was producing. Second, the more mana dorks like BoP that I play, the more collateral damage I suffer when I (or another player) casts a board wipe. Rampant Growth effects let me hold on to my mana acceleration and crack my Oblivion Stone without fear. Finally, although one-mana dorks like BoP come down a turn earlier than Rampant Growth effects, they still don't help me play the four-mana Arixmethes any earlier than turn 3 except in extreme corner cases, so the advantage is negligible.

I hope this makes sense. Thanks for the suggestion!

Spell_Slam on Spoidahs

4 days ago

Good start. I think Spiders can be pretty scary when they get set up. The real advantage of this tribe is the defense they offer, making it very hard to attack you.

You are really low on lands. I think 36 would be a minimum, but 37-38 might be ideal considering how slow spiders are. I would recommend Oran-Rief, the Vastwood to make your spiders bigger. Bojuka Bog could also easily make an appearance here. A few more dual and tri-lands to smooth out your mana wouldn't hurt, either.

Since you're in Green I think you should take advantage of the great ramp. Sakura-Tribe Elder, Cultivate, Kodama's Reach, Sol Ring, etc. would help you a ton.

You're missing a few spiders I would consider important, notably Silklash Spider, Spider Spawning, Arachnogenesis, Hatchery Spider, Nyx Weaver, Jungle Weaver (cycling and a fatty is nice) and Blightwidow. There are also the anti-flying spiders Oran-Rief Recluse and Stingerfling Spider that will often have good targets. In a format where Lightning Greaves is a staple, I like having access to Acid Web Spider.

In terms of synergy with Thantis, Obscuring Haze seems great, Crawlspace seems good at directing combat elsewhere, and Sight of the Scalelords gives your team vigilance and they also get pretty beefy.

In terms of cuts, I would start with the large amount of tricks you are playing. They are okay 1v1, but start to look a lot worse in multiplayer. Some number of Dark Dabbling, Undying Evil, Without Weakness, Kaya's Ghostform, and Minion's Return would be fine.

You also have a series of instants and sorceries that don't offer enough value in my opinion, such as Crash Through and Pyretic Ritual. Explore won't work too well with only 32 lands, either.

I would also think about cutting Viper's Kiss and Atarka's Command.

I don't know if you mistook her for a spider, but Xira Arien is an insect. You could be playing much better card draw instead of her.

Hope this helps!

IsActuallyBatman on All Bow Before the True Queen

1 week ago

You have Dawntreader Elk in Ramp and Sac Outlet but not Sakura-Tribe Elder, which is objectively better.

Last_Laugh on Animar the Elemental Beast Bird Octopus Elk Spider

2 weeks ago

Animar's main thing is if you can get an ability on a creature, run it over the spell version so Animar gets a counter and provides a discount.

Stratus Dancer, Glen Elendra Archmage, Siren Stormtamer, and Draining Whelk over most counterspells (Stubborn Denial is a good spell version here).

Soul of the Harvest and Tishana, Voice of Thunder for card draw.

Sakura-Tribe Elder, Beastcaller Savant (immediately pays for itself due to haste), Wild Cantor (turn 2 Animar), and Cloud of Faeries type cards for ramp.

Red typically adds haste enablers. Ogre Battledriver, Urabrask the Hidden, and Maelstrom Wanderer are your best bets. The rest of what red offers ranges from Imperial Recruiter to Dockside Extortionist to Stalking Vengeance (a hilarious clone target... I've had 4 copies at once before)

Feel free to check out my list for ideas. It's more of a competitive combo list at this point but there's plenty of cards that translate to aggro. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid

ShadowAblaze on Aura You Ready?!

2 weeks ago

Given that you are playtesting this deck against other cEDH decks, I am going to assumer you are also building a cEDH style deck. This is sort of hard to do on a budget and will cost a pretty penny. I only am wary because your deck is only ~$400 right now. I am not a cEDH player but I do understand enough to make these suggestions...

For a cEDH build you want low 30's in lands. For example, some you would want right now: Gaea's Cradle, City of Brass, Mana Confluence, the fetch lands, and the shock lands. Almost no land can enter tapped in competitive (take out the temples). The ramp would include some rocks but also mana dorks because they synergise well with the Cradle. Examples of ramp: Arbor Elf (really good for enchanted forests), Llanowar Elves/Elvish Mystic, Noble Hierarch/Birds of Paradise, Mana Crypt, Mana Vault, Carpet of Flowers (this works because in multiplayer one player almost always is in blue and it is also an enchantment!), Chrome Mox, and Mox Diamond.

Two Bant cEDH decks on tapped out that I would look at for examples are The Bant Hammer [cEDH] and Estrid Stax cEDH. The Rafiq deck is very similar to yours and you could probably use from cards from that list.

If you aren't planning on cEDH, ramp is much more forgiving since games last longer more often. In that case I like creatures like Wood Elves, Yavimaya Dryad, Viridian Emissary, and Sakura-Tribe Elder because land destruction isn't as common and lands usually survive board wipes.

I hope this is more helpful!

dichia on How to ramp fast

2 weeks ago

GoblinElectromancer, I was using Rampant Growth but I changed it for Explore cause it was slow and cause the latter has a better synergy with Gatecreeper Vine. The elves, birds, prism, hierarch give me more mana, but I need more lands. Sakura-Tribe Elder,Sakura-Tribe Scout, Azusa, Lost but Seeking and Arboreal Grazer are good and I already considered them. The problem is that I would need more cards that put lands in my hand. That would be a lot of slots and I don't really know what cards to remove to make space.

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