Sakura-Tribe Scout

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sakura-Tribe Scout

Creature — Snake Shaman Scout

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

DreadKhan on Power Level ratings tool!

9 months ago

I checked out the data for my Zur deck, and I was pleasantly surprised to see that it had a combo listed that I didn't actually know was in there, and it seems like a decent one. On the other hand, the deck is a Stax deck so some of it's 'win cons' don't technically win, they are just incredibly hard/impossible to deal with. it's not a fast deck for a cEDH deck, but I don't think Esper is meant to race to finish first.

I looked at Pavel, I think that deck could be rated a bit higher but I freely admit it's a surprise that the deck works as well/consistently as it does. It suffers from database issues, in part because it runs extremely old/weird cards here and there, and these aren't used often enough for people to recognize how playable they are. I will say it correctly discerned that Pavel isn't running tutors or combos, but it does lowball it's interaction a bit, depending on how you classify things as interaction (it has lots of repeatable removal). I think your database is wildly under valueing wipes in a deck that runs a relatively low creature count. Also, I find it uniquely hilarious that Thirst Dwarf has a low salt score, repeatable land destruction is usually pretty annoying.

I just put in my Tatyova deck and I noticed something reasonably significant, it doesn't count stuff like Sakura-Tribe Scout as ramp, it's also not counting my Cultivates so idk, it only counts my literal lands that ramp me when I checked. The database again seems to be quite unfamiliar with some of my win cons, as it only lists my Extra Turns stuff as 'win con' level combos, when the deck rarely wins via that.

Cool idea, but it seems to suffer from a limited data pool in some ways, or I build really weird decks (since I prioritize uniqueness I think I like weird decks).

Logics on Fear of The Deep

11 months ago

From a fellow landfall player, I would definitely play more than 40 lands. Sakura-Tribe Scout is almost assuredly on your radar, but being almost 2 dollars I could see how you'd skip it for a budget list. I think it's definitely worth it though. Brokers Hideout is another fetchland for the deck with you having the option to play the whole cycle if you really want for double landfall triggers. Ghost Quarter is also great for dealing with opponent's powerful lands, but can also be an extra landfall trigger in a pinch.

Also, Meloku the Clouded Mirror (and an untaped land) or Simic Growth Chamber + Retreat to Coralhelm + a creature that taps to put a land in + your commander let's you draw your entire deck, which can help you win out of nowhere if you didn't notice that on deck building. Anyway, hope some of this helps!

keizerbuns on Gate Fall

1 year ago

Neat deck, Landfall and Gates seem to go hand in hand very well! I can't think of that many great landfall or gate cards that you don't already have in here, but there are still a few that come to mind that might be worth looking into.

Dryad of the Ilysian Grove is an amazing mana fixer/mana ramper and I feel like it would be a perfect fit in this deck. Likewise, Chromatic Lantern is a great mana fixer too, but it doesn't offer any more than that so it might not be that great, but I think it's still worth considering.

Sakura-Tribe Scout is another great 1-drop mana-ramper that you could add in alongside Burgeoning and Exploration for additional early-game ramp.

A personal favorite landfall card of mine is Valakut Exploration. With all of the additional land drops you're getting per turn, Valakut can pop off hard and let you dig deep into your deck each turn.

Last, if you decide to add either Dryad of the Ilysian Grove or Chromatic Lantern, then you could also add Valakut, the Molten Pinnacle as an additional win-con for your deck.

Hopefully this was helpful!

DreadKhan on Landfall Contingency

1 year ago

I mention this a lot when I look at Tatyova decks, but have you thought about running more lands? Unless a ramp effect actually puts a land down, you're not benefiting from your Commander fwiw, so I feel like you could raise your land count, as long as your Commander is out there is almost always a better land you could draw than any non-land based ramp effect. There are cards like Sakura-Tribe Scout that are almost strictly better than Blisterpod unless I'm missing something major, there are quite a few all told that are similar, but the Scout is the best. In my Tatyova deck I massively built around making those dorks and various ways to bounce lands/untap them, infinite combo is a pretty strong way to win games if your groups are usually okay with it. In addition, if you run more land names (including at least one Snow Forest and Island) you could throw in Field of the Dead, a very good card.

Vs Overrun, you might look at Blossoming Bogbeast, even if Tatyova is giving the only life, another 1 or 2 life makes the Beast pretty competitive, and it can keep going. Without support it's a so-so card, but if you have any potential big life gain then it becomes a bonkers card, especially as it comes out sooner than stuff like Craterhoof Behemoth potentially.

DreadKhan on Erinis, Landfall Spawn

1 year ago

Any reason you're not running The Gitrog Monster in here, it seems staggeringly synergistic unless I'm missing something? Another one to consider is Baba Lysaga, Night Witch, it's a tap ability, and you've usually got spare creature tokens and lands, add in some treasures or clues and you are going to draw a ton of cards. There is also Braids, Arisen Nightmare, hitting each opponent for a land can hurt some decks, especially if Braids can do it a few times, when you eventually get 3 cards for a land, it'll feel pretty good I think, but netting 2 opponent's worst land and getting a card back is also worth a land.

Maybe Thunderfoot Baloth or Blossoming Bogbeast? Maybe not enough 'bang for buck', but Siege Behemoth can let your Commander get in as if it's not blocked, do you often end up over 20 power?

Stuff like Sakura-Tribe Scout or Skyshroud Ranger can be useful in a landfall deck, especially if you've got some card draw going on. There are also a few more, Scaled Herbalist and Llanowar Scout that are pretty budget. Since you might not mind pitching a land to dig one out, Silverglade Pathfinder can ramp you if you pitch a card, slow but grindy value. Oracle of Mul Daya is pretty cheap at the moment, a decent card if you run enough lands, Augur of Autumn and your Commander will only need 1 other power to let you play creatures off the top of your deck, that seems solid.

It's pretty high end, but I feel like you'd struggle to add more passive value generation to this deck than with Field of the Dead, that card is just so much synergy. Another to consider might be Ashaya, Soul of the Wild, then all your creatures are also landfall (other than tokens).

Great deck, I hope some of these ideas work!

Honey_Mustard on Land and Insect Deck

1 year ago

WhiteEagle_12, thank you for your advice, as you can see I have taken some of it. I removed Ant Queen as I originally leaned on it as a way to sink mana once I was generating large amounts. However I replaced bot Ant Queen and Elvish Mystic with Sakura-Tribe Scout and Spring-Leaf Avenger. This has shifted the focus of the deck slightly, however I kept both scute cards as they have such god benefit from large amounts of land. I also picked up Reclaim the Wastes and Caravan Vigil. The fact that these weren't already in my deck shows how little of the cardpool I am familiar with. I am considering adding Overrun to capitalize on my scute cards, but I feel with a large source of creatures removed this is a rather weak win condition. Overall I am very conflicted on whether or not I lean into this and trust that Overrun will allow me to win, or to find another way to use my setup to win.

Regardless of my wishy-washy feelings your advice has been deeply appreciated. :)

Beebles on Samut Nayanara

1 year ago

Hey, nice to see we share a commander! Some tips when browsing your list.

Check out my primer here: Samut, Inspiring Warleader | V-SNC

DreadKhan on Tatyova

1 year ago

Harrow is worth a look, it'll net two landfall at instant speed. In a pinch, you could ramp while finding two islands to cast a counter, not many ramp spells let you 'catch' someone like that. There is even Dreamscape Artist, which I like. Parcelbeast is not bad value, but it's better with a higher land count. Abundance is a fun card in a Tatyova deck like this, if you've got access to extra lands per turn, you just keep playing them out. You could pull stuff like Brainstorm IMHO, I don't think you want cards like this, I'd run a land over it even. I'd also run a land like Simic Growth Chamber over a basic, and if you have a really high number of basics, you might even look at the Karoo lands, Jungle Basin and Coral Atoll. Guildless Commons is another land you can play that will net you an extra land fall, which is good even if it's a colourless land. You could run lands or land ramp over mana dorks, other than 1 mana ones, there are 2 mana ramp spells you could run over mana dorks, and these don't generally die to wipes. If you ran more lands, I'd suggest Sakura-Tribe Scout and Skyshroud Ranger, but at 36 I'm not sure it'll come up.

I think Molimo is a fair bit worse than Multani, Yavimaya's Avatar. There aren't many better beaters in a land ramp deck.

If you want, I could link you to my Tatyova deck, you could take a look at the manabase, it's designed to get Field of the Dead out and online quickly, while also letting me utilize Mystic Sanctuary as a potential combo piece with an extra turns spell. Field and Sanctuary are both really good cards, you do need a way to get Sanctuary to ETB, I use land bounce. The rest of the deck is a huge pile of combo, but Field is a great card if you can turn it on reliably.

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