Saproling Migration

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Tokens

Saproling Migration

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.

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Saproling Migration Discussion

maydaymayes on Green Black first deck

1 month ago

I'm happy to help!

Just based on the keywords I've read, I'm going off of In your face swarming, but don't want to be put down by board clears.

The board clear portion, to be safe against that when playing an aggro deck- 9/10 times the deck won't do it for you. You have to know when you have a satisfying/adequate amount of pressure on the board, and hold back a little so when they do happen to have a board wipe, you can just flood it again with the remaining cards again.

If you're wanting to stick with black green and have things not Incinerate your wallet ;)

Then perhaps a fun aggressive saproling deck would be your best bet. Lots of little guys to swarm the board with, and singular cards that make multiple guys which is nice to be able to bounce back from a wiped board. I think the deck (again, low budget in mind) would look something like this

3 Fungal Infection

4 Sporecrown Thallid

4 Yavimaya Sapherd

4 Saproling Migration

3 Spore Swarm

4 Slimefoot, the Stowaway

4 Tendershoot Dryad

4 Vicious Offering

2 Cast Down

3 Song of Freyalise

2 Torgaar, Famine Incarnate

4 Woodland Cemetery

4 Evolving Wilds

8 Forest

7 Swamp

I did a pricecheck for the deck on my local game store's website and it came out to something like 50 USD

If you cut Woodland Cemetery and Tendershoot Dryad you're looking at about a $20 deck

If this doesn't suit your fancy don't be afraid to throw away ALL MY HARD WORK and we can try for something else

I'm teasing, honestly if you don't like it we can keep trying!

TheBloopKing on Vraska, Scheming Gorgon: Control/Evasion

2 months ago

Vraska, Scheming Gorgon doesn't work in standard simply for the fact that it's 6 mana and takes 4 turns for you to use it's ultimate. But since you want to use it, ill give some suggestions.

Get out of blue as you are only using it for Wall of Mist, Open into Wonder, Cancel and Unwind. It's not strong enough to be splashing blue. That gives you 12 slots to fill.

Old-Growth Dryads is a terrible card. Yes its 3/3 for 2, but it ramps your opponents and helps them get ahead. Ramunap Hydra is a cool card, but is reliant on how your deck plays. Some deserts hurt you simply because they enter tapped and set you back a turn. Song of Freyalise although ramps you, it's slow in this deck and slow in the meta. I would cut all 3 cards for other cards that speed you up and get to end game better.

Gift of Strength is a worse Blossoming Defense. Defense is more versatile and stops opponents from using spot removal on your key creatures.

-3 Cancel, -3 Unwind, -3 Open Into Wonder, -3 Wall of Mist, -3 Gift of Strength, -3 Ramunap Hydra, -3 Old-Growth Dryads, -2 Song of Freyalise

+1 Gifted Aetherborn, +1 Narnam Renegade, +4 Llanowar Elves, +4 Blossoming Defense, +4 Saproling Migration, +3 Spore Swarm, +2 Slimefoot, the Stowaway, +2 Druid of the Cowl

I realize this is a complete overhaul but I believe my suggestions will help. Llanowar Elves does for you, what you would be doing for your opponents with Old-Growth Dryads. It ramps and helps you get out a kicked Untamed Kavu or Vraska, Scheming Gorgon quicker. 2 Druid of the Cowl to help get to 6 mana quicker.

I'm suggesting tokens/saprolings because of the ultimate Vraska, Scheming Gorgon has. It adds chump blockers to save Vraska, and offers a go wide strategy. Slimefoot, the Stowaway helps you add value on your little guys dying, and adds a mana sink if you have no play. Saproling Migration adds a turn 2 option and has kicker to make 4 tokens if you need it. Spore Swarm just adds more creature count.

I'm leaving 1 Song of Freyalise as it does ramp you up, but isn't fast enough to rely on. Its a win more card in my head. Only helps when you are winning games but is dead when you aren't

Narnam Renegade and Gifted Aetherborn are two powerful creatures that offer some defensive advantage. Running a playset of both improves odds of the cards showing up most 75% of the games.

If you want to stay in blue. Opt for cheap draw. Omenspeaker over Wall of Mist. Aether Tunnel or Ghostform over Open Into Wonder depending on what you want more. Cut Unwind for Opt and switch Cancel with 2 Negate and 1 Essence Scatter.

Ravenous Chupacabra is also another card you should consider.

LuxuryBall on Sacroling - [M19]

2 months ago

Taking a closer look at your deck, I've noticed a couple things that you could change. From comparing my saproling deck, Sappy Bois, and the one here, yours is about creating and sacrificing the little bois, while mine is creating, buffing, and using the bois to win. That said, I think you could take out the 3 Sporecrown Thallids and replace them with more sappy boi generation. I would recommend 1 more of each in their place: Spore Swarm, Saproling Migration, and Yavimaya Sapherd

This can take away emphasis of buffing the things you're just gonna sac, to creating more of the fodder to sac

ellie-is on Fungi Bulldozer

2 months ago

I wouldn't really run anything that uses spore counters to make Saprolings - way too slow.

Since you're in Golgari colors, you might want to consider Necrogenesis. You have enough creatures and removal to make it work, and it can also help remove troublesome creatures from the opponent's graveyards. Abrupt Decay, as suggested above, is a really strong card too, if a little pricey.

Additionally, you really should look into some form of mana acceleration. You have a lot of higher costed cards (maybe consider running just two Tendershoot Dryads regardless) and not a lot of ways to make sure you can cast them on time, so they can end up just being dead in your hand most games. Without ramp you'll also rarely get to cast the kicker on Saproling Migration or effectively pay for Slimefoot's saproling generation.

That said, this is a very nice base and I'm sure you'll improve it over time as you play it and learn its strengths and weaknesses. If you already have those expensive lands, it'll definitely give you an edge over most people's first decks.

TheTrueSchmamook on Sacroling - [M19]

2 months ago

SomeNewb I don't use Spore Swarm as I should have enough mana from Song of Freyalise to kick Saproling Migration for the extra saproling after the first time I use it on round 2.

FancyTuesday on How do "Whenever x do ...

2 months ago

Triggered abilities trigger whenever the event they're watching for occurs. Saproling Migration causes 4 creatures to enter the battlefield, Trespasser's Curse triggers 4 times. Same with Fate Unraveler and Opportunity.

Sometimes triggered abilities are worded in such a way that prevents this from happening, usually by saying something to the effect of "if [event] happens one or more times..." See for example: The Gitrog Monster.

5D_Phantom on How do "Whenever x do ...

2 months ago

How do "Whenever x do y" effects interact with "Do x" effects, such as Trespasser's Curse and Saproling Migration or Fate Unraveler and Opportunity? Does the "Whenever x do y" effect proc once or x times?

Mortiferus_Rosa on Ghave

3 months ago

Spawning Pit is a bit clunky/slow. Given that you already have a sufficient number of sac outlets already there are definitely some more efficient cards to run (some of which have already been listed above).

Given the creature recursion you have with cards like Reassembling Skeleton and the like, you could get a lot of mileage out of Gutter Grime.

You also have a lot of cards to take advantage of token creatures but not a lot of cards to generate creature tokens. Fungal Sprouting, Increasing Devotion, Saproling Migration, Rhys the Redeemed, Geist-Honored Monk, Hanweir Militia Captain  Flip, Mycoloth, Noosegraf Mob, Tendershoot Dryad, and Twilight Drover are some solid options in addition to what has already been suggested above.

Some land recommendations would be Westvale Abbey  Flip, Vault of the Archangel, Windbrisk Heights, Gavony Township, and Arch of Orazca.

Also, if going the token creature route, there isnt a better board wipe than Hour of Reckoning

Ghave was my first commander deck and is still one of my favorites. Always enjoy seeing other peoples take on him.

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