Sakura-Tribe Elder

Legality

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
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.

Price & Acquistion Set Price Alerts

C18

CM1

C16

Ebay

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Sakura-Tribe Elder Discussion

RxPhantom on Her Royal Fluffness

3 hours ago

I figured, but consider this: are all of those slots, which slow you down, worth it to enable just a single card? I run Panglacial Wurm too, but I'm ramping so much that I can often cast him off of a Nature's Lore, Nissa's Pilgrimage, or Mwonvuli Beast Tracker. Actually, my favorite way to get him out is Sakura-Tribe Elder, which can be sacced at instant speed and still gets me a land. Panglacial Wurm is cool and unique, but it's not so great that it's worth handicapping your whole deck.

WhichKing on Thantis Puppet

1 day ago

So far you have barely any ramp. I would cut five lands to add assorted ramp like Rampant Growth, Farseek, Sakura-Tribe Elder, Nature's Lore, Fellwar Stone.

Saljen on Muldrotha 2.0

1 week ago

Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.

The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.

One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.

If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.

My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.

Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)

zelephent on Tasigur Graveyard ETB Good Stuff

1 week ago

DeanoM50810: Thank you very much for your feedback; being able to see other people's inputs on this deck helps me a lot when editing it.

I agree with you on the CMC problem; I used to use Demonlord Belzenlok in this deck, but took it out due to dying after playing it. Without it, there's really no reason this deck should have such a high CMC.

Victimize is absurd in this deck; I can't believe I didn't find that! Definitely an include in this deck.

Wood Elves is very nice with the ETB synergies as well, so they will fit nicely. Sakura-Tribe Elder is a nice card as well, especially with cards like Muldrotha, the Gravetide, so I'll try and fit that as well.

Hermit Druid is also very nice in this deck, especially with my commander; Tasigur, the Golden Fang will always be castable, basically. Plus it gets me lands, like you said.

The other cards you suggested are by no means bad, but I believe I'd have trouble fitting them in.

While Zendikar Resurgent is a card that could go out, Regal Behemoth is an amazing reanimation target, especially with cards like Hermit Druid and Victimize being added potentially. Plus monarch is a lot of fun. But I will go through some of my less worthy bombs.

Thanks for the suggestions; they help a lot!

FadingReality on Pictures of Cards Not Loading ...

1 week ago

It looks like many of the cards have been fixed. I had over 20 cards in my deck not showing and now I only have 4 not showing. BFZ plains is now fixed. Meaning it should be fixed for everyone. In case someone on the site has actually been fixing this individually card by card, here are the remaining cards I've found that still don't render.

  • Vindicate EMA Version
  • Sakura-Tribe Elder Promo Version
  • Utter End Kahns of Tarkir Version
  • Mana Drain Promo Version
  • OfficialStarfire on black and green

    1 week ago

    Hey George33g,

    There are some changes that you can make to your deck overall that will keep it within the budget that you are intending here.

    Deathrite Shaman, Llanowar Elves,Birds of Paradise,Elves of Deep Shadow,Wall of Roots,Gyre Sage,Sakura-Tribe Elderall are amongst many that will help with consistency of mana - Deathrite Shaman and Gyre Sage provide the most use to your deck as it stands right now.

    Now in terms of actual mana and consistency - You're currently at 24 lands, which way below what an average deck would contain. On average, I would start at around 35-40 lands, and then remove a land once you notice you have a lot of mana accelerants/mana rocks. I'd start with increasing the number of basic lands that you currently have. One utility land that is worth considering is Rogue's Passage as it works well with your commander.

    To go off of @Amire123's comment --> for artifact hate I'd consider Manglehorn as well. In terms of Fierce Empath - It only would have 2 targets in your deck as it stands, is it really worth to run the card? unless one of it's targets is a required for a combo, then I would avoid it.

    I think your priority is your land base, and finding out what cards you would consider to take out (I would personally start looking at the equipment you have, don't know if you'll be getting as much value with them as you would with other creatures)

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