Sakura-Tribe Scout

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Saviors of Kamigawa (SOK) Common

Combos Browse all

Sakura-Tribe Scout

Creature — Snake Shaman Scout

Tap: You may put a land card from your hand into play.

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Sakura-Tribe Scout Discussion

shaistyone on Omnath land recycle

1 week ago

In terms of the extra ramp:
Rampant Growth
Gruul Signet
Burgeoning
Yavimaya Elder
Magus of the Library
Budoka Gardener
Sakura-Tribe Scout
Frontier Guide

Other cards:
Boundless Realms - so gross w/landfall
Zendikar Resurgent - both sides great
Lifecrafter's Bestiary - ditto
Greater Good - definitely want a sac outlet w/ Omnath
Abundance - already a busted effect, super silly with you're thinking about landfallHeroic Intervention - keep your stuff if need to

KorAlly on Awoken Fog

2 weeks ago

Your mana base needs to shift more to white and green and away from blue to hit your one drops and play your late blue spells. I would try 7 Plains, 9 Forest, 2 Islands. Awakening Part the Waterveil at 6UUU will require a Cascading Cataracts which seems acceptable at 9 mana, but the 2 Islands are sufficient for everything else and can be tutored up.

Along with Sakura-Tribe Elder, you could try Rampant Growth,Viridian Emissary,Harrow,Primal Druid,Animist's Awakening. There are also some creatures that help play extra lands from your hand: Elvish Pioneer,Sakura-Tribe Scout,Walking Atlas.

For example, 2 Elvish Pioneer, 4 Sakura-Tribe Elder, 2 Hour of Promise could replace your 4 Explosive Vegetation, 4 Hour of Promise (Keeping your 2 Nissa's Renewal). This curve might not be low enough, but it is a start.

Mennenth on Earth Benders of the Multiverse

2 weeks ago

Yep! Attack with Sakura-Tribe Scout, tap Maze of Ith to untap scout, tap scout to drop Sunscorched Desert, simultaneously triggering Stone-Seeder Hierophant and Cloudstone Curio, tap hierophant in response to her own trigger to untap maze before she untaps from the trigger and bounce literally any other land, repeat at untapping scout with the maze because its still technically an attacking creature even though it will neither deal or receive damage. Could technically be done with any two lands for infinite mana during the combat step * , but the method with the desert is much more direct and generates infinite mana anyways. For just infinite mana could also use the Magus of the Candelabra with big mana lands or Krosan Restorer at threshold * ...

*the goal of just infinite mana would probably be to kessig up other attackers, or to pump up the avenger army, or if the geopede was still in the deck proper...

The deck does have other more efficient infinite combo's by a card or two, so this wouldnt be a primary way to win. It would be a happy accident, and in the mean time the maze could protect from voltron commanders in a similar fashion that Glacial Chasm does. But the chasm also stops creature swarm or fireballs/laser beams so I'm not too sure I'd want to swap there. Perhaps it would be a meta consideration card. Sideboard worthy at the very least (instead of just a maybe), but given its a single card that lets me assemble my engine another way I do want to find a place for it in the deck proper.

tdopires on Intangible Tokens

3 weeks ago

If you are on a budget and want to be REALLY competitive, you might want to play Pauper instead of Legacy/Modern!

You can even do infinite tokens in Pauper, like Recover819 pointed... Midnight Guard + Presence of Gond

Besides that, the currently most played Tier 1 deck in Pauper is Stompy https://www.mtggoldfish.com/archetype/pauper-stompy-22958#paper, which is a monogreen deck that aims to flood the battlefield with small creatures and hit as fast and consistent as possible.

Like said here before by Dr_Jay, Legacy has a very fast metagame, and you need very consistent (and expensive) mana base to that: fetches, shocks, old duals... And this is just for start, because the other cards are also kind of expensive.

But for casual play, your deck seems very fun and strong! Here are some tips of mine:

tiku3d on "Verse/Chorus/Verse"

4 weeks ago

Azergyzhoul Cradle is really good but not necessary. You can definitely play Yisan without it.

Yisan is a commander centric reactive stax deck. You aren't looking to go combo off as soon as possible.

The basic plan is to drop Yisan down T1/2, stall out the game with stax pieces and Yisan tutors according to the board state ,and win the game via getting infinite Great Oak Guardian or Craterhoof Behemoth pumps by bouncing it with Temur Sabertooth.

Staff of Domination and Umbral Mantle easily grant you infinite mana and untaps if you happen to draw them.

Thing you should know is that you can double dip on Verses. For example if you have Quirion Ranger out, Yisan is on 2 ,and you have 6 mana open you can activate Yisan and the trigger on the stack untap it with Quirion Ranger and activate Yisan again. You get to search for two 4CMC creatures. Double dipping on 4 you usually want to grab Temur Sabertooth and Karametra's Acolyte. It provides you an easy route to victory by double 6 for Woodland Bellower (Which grabs Wirewood Symbiote) and Great Oak Guardian

You have to remember you aren't trying to go off fast. Verse 3 has a lot of silver bullets you can use to disrupt fast combo decks.

Quirion Ranger + Sakura-Tribe Scout allows you to untap one land every turn.

Yisan might seem a bit overwhelming at first. You just have to know all of your tutor targets on different Verses and how and when to use them.

Hope you found my uncoordinated ramblings atleast somewhat helpful.

_raeofsunlight on Mono green(Advice needed)

4 weeks ago

So there are a lot of different things that you can do to make this better, and the first is deciding on a theme. Decks tend to run better when all of the cards in them are to hit a certain goal. You have too many floating around (lifegain, counters, midrange, trample, mill, etc). Pick one or two that would work best together, and then choose your cards.

Then, you should cut some cards out. A good goal is to have under 20 -different- cards. I recommend trying to stick to around 15 or 16 though. Try having a full set of the most important features of your deck and stay at the 60 card minimum. It makes your deck far more consistent

With a deck like this that has so many cards that require 4+ mana, you'll want more than just land. I recommend adding something like Cryptolith Rite, Llanowar Elves or Sakura-Tribe Scout. Without adding ramp, you'll have to wait until turn seven or eight until you can have the seven mana to cast Sifter Wurm. You'll also want to avoid adding lands that are tapped unless necessary. The effects that they have are useful, but having them slows you down. Find a balance.

Personally, if this were my deck, I would add a splash of white deck so that I could base it around Concerted Effort. Not only would I have a strong mana pool from the green ramp, but I would also have the range of effects from the powerful green creatures. Doing something like this is an excuse to have a ton of different concepts throughout the deck. You just have to be smart about it.

I would honestly cut out Vulpine Goliath. Also, Vines of the Recluse and Highspire Infusion and find a card or two that helps all of your creatures, not just one.

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