Sakura-Tribe Elder


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

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.

Sakura-Tribe Elder Discussion

Last_Laugh on Animar

1 day ago

Nice deck. I do have several suggestions to help streamline things even more.

Weird Harvest over Tooth and Nail. With 4 mana and 3 counters on Animar you look up Ancestral Statue and Walking Ballista for the win.

Spellseeker can also tutor this up for more and 1 less counter on Animar. and for an additional more you can Imperial Recruiter to look up Spellseeker. Lots of redundancy for this combo already in the deck and even Recruiter>Spellseeker>Weird Harvest>Ballista/Statue is less than a non-entwined Tooth and Nail.

Glimpse of Nature over Consecrated Sphinx. Sphinx requires you to pass turn to get value which doesn't help you combo off and win.

Sakura-Tribe Elder over Kodama's Reach - Better ramp here.

Let me know if you're picking up what I'm laying down. I'm sure I can point out more upgrades like turn 2 Animar options etc. when I have time. In the meantime, feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid

crash328 on Tasigur Good Stuff Help

2 days ago

Villainous Wealth is a great mana sink payoff card, Eternal Witness because no brainer, Sakura-Tribe Elder same deal, Chemister's Insight and Deep Analysis are nice draw spells that don't care about getting milled, Life from the Loam is in a similar vein or just run Crucible of Worlds to play cards you self mill.

SaberTech on Ancestral Animar

5 days ago

I'm trying to judge the potential value of Arboreal Grazer. It's 1 mana to put a counter on Animar and a land from your hand into play tapped. Typically I don't like the restriction of it being a land in your hand because Animar runs a pretty low land count, so the effect would probably have high variance as to whether or not it actually helps you ramp. Typical 1 mana dorks help you ramp at the same speed and guarantee that you get that extra mana.

What makes me consider the card though is that the Kiri combos are land dependent, so getting another land into play over having a creature produce mana is actually relevant, and at 1 mana it can potentially help get down a turn 2 Animar. Whether being 1 mana makes Arboreal Grazer worth inclusion when the more reliable Sakura-Tribe Elder doesn't make the cut at 2 mana makes for an interesting comparison. The Grazer can't tutor for a land, but at the same time it lets you put any land into play, not just a basic land, which is more in line with Animar running almost no basics in its mana base.

I lean towards saying no to the Grazer, but that is because I tend to have bad luck with drawing lands and tend to take risks with hands with low hand counts. I'm not sure how other people's experiences compare when piloting the deck.

ThatoneTron on Lord Windgrace

5 days ago

In this style of deck I like playing Life from the Loam as it synergies really well with what the deck wants to do. Also, fetchlands work really well with Crucible of Worlds but if you do not have the budget for them, Rocky Tar Pit and Mountain Valley are good budget alternatives. Additionally, with you running Scapeshift you could run Valakut, the Molten Pinnacle as a combo finish with enough mountains. Also, if you find yourself low on cards, I really like the card Painful Truths as a solid draw engine in the early game outside of Lord Windgrace. I also like additional ramp that can be provided in cards like Farseek and Sakura-Tribe Elder . Hope this helps!

ThePerilousRealm on Warriors of the Jungle

1 week ago

I love it, great flavor. Should probably add a few more lands and maybe some more ramp like Sakura-Tribe Elder , Cultivate , Nature's Lore , Farseek , etc. Could try cutting some of the higher cost spells for these. Might smooth things out a bit. Might try adding some more card draw too.

luispsalles on Bant Butts

1 week ago

ddizzle94, looking this way... I really like some cards.

Brago, King Eternal , nice, love the Flicker ideia.

Brago, King Eternal , cool, maybe I dig some space for him.

Eternal Witness , its like a "must". Something I was thinking is the recover option, bad that will need a flicker for fully fuction.

Sakashima the Impostor , very nice! But to much expensive. ^_^'

Sakiko, Mother of Summer, this one have a nice abilily, but is a little high.

Sakura-Tribe Elder , Im running one copy of him.

Temur Sabertooth , really good. I sure will get one for use it. I just love bounces.

Tomorrow, Azami's Familiar , nice, but I wont run one for two reasons. its high. And at same time you can see what to draw, you may dump some really good cards to put on game. The test ideia is cool, but the dump of cards isnt.

Trophy Mage , I dont know. That dosent sees to be here her place.

Apreciete yours suggestions, I will look for make some changes, I really will look for have some of them.

ddizzle94 on Bant Butts

1 week ago

Brago, King Eternal - flickers our defenders drawing us a card for each one if arcades is out and also untapping them if you activated abilities or attacked

Edric, Spymaster of Trest - we will always have a few defenders out attacking and drawing a card for each one will ensure we keep a hand full of defenders to play

Eternal Witness - gives the deck a chance to recover from destruction and with the flicker effects in this deck it can be repeated

Sakashima the Impostor - strictly a copy of arcades, removes the legendary text on it so they can both exist on the field at the same time drawing us 2 cards per defender and allowing one of them to be destroyed and still have redundancy

Sakiko, Mother of Summer - whenever you cast this card it will be free after combat due to all of our attackers having 3+ toughness to attack with, if we deal 6 damage (extremely easy) then its free, any more damage than that sets up our main phase 2 so we can flood the board

Sakura-Tribe Elder - early game ramp, vital for this deck, you need your commander out by turn 3 at the latest

Temur Sabertooth - a great way to bounce creatures and i haven't tested it yet but i believe with cards like Sakashima the Impostor in play and concordant crossroads this could produce infinite mana and infinite draw

Tomorrow, Azami's Familiar - basically changes our commanders text to read, whenever a defender enters the battlefield, look at the top 3 cards of you library and pick the best one. this allows us to not stall when going for the win due to the crazy amount of cards your looking through (this card could be cut due to how long it can take when drawing a lot of cards, people don't like to see that happen)

Trophy Mage - with wild pair in the deck a lot of cards total 4 when u add the power and toughness, this is a 2/2 so it falls in that category// this card allows you to win 1 turn early with the wild pair method because you can grab thousand-year elixir, giving activated abilities haste and allowing you to untap a mana producer ( this is also a flex slot that im still testing out due to low synergy with the deck as a whole because its not a defender and im only running 1 3 cost artifact.)

Senomar on Duel commander Commander Atarka, World Render

1 week ago

Hey my friend, nice deck ! I see what you're trying to do : the one turn kill :)

However to make this work in the format you should consider way more ramp. Especially turn 1 ramp ( Wild Growth , Utopia Sprawl , Green Sun's Zenith + Dryad Arbor , all the elves and a Skullclamp to cycle them...). For the turn 2 ramp spells you missed the best one which is Sakura-Tribe Elder . Then put in some cheap wraths ( Anger of the Gods , Sweltering Suns ...).

The format is pretty fast. 90% of aggro decks could kill turn 4 to 6.

In order to get this stuff I heavily suggest you to replace most of your high mana enchantments Gratuitous Violence , Aggravated Assault , Asceticism , Crucible of Fire ... And stabilize your kill cards around 5 to 8 (you already have a big card to cast all along the game which is your commander!)

Don't get me wrong, your deck is sweet. Just sayin it isn't fast enough to do something in the format.

Have a nice day

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Sakura-Tribe Elder occurrence in decks from the last year


All decks: 0.13%

Commander / EDH:

All decks: 0.19%

Green: 0.52%

Golgari: 0.85%

G/U (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%