Spore Swarm


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

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all


Spore Swarm


Create 3 1/1 green Saproling creature tokens.

Price & Acquistion Set Price Alerts



Recent Decks

Spore Swarm Discussion

TheBloopKing on Vraska, Scheming Gorgon: Control/Evasion

5 days 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]

1 week 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

lagotripha on Copycat Craziness

1 week ago

Jam more Thragtusk. More Beast Within. Disruption, tokens, lifegain. Interacting with your opponent doesn't sound as good as an infinitely scaling threat, but is mostly a stronger option.

Rhonas's Last Stand is the newest interesting thing for the archetype, giving some much needed early power.

Mercy Killing doesn't sound great, but is almost playable. Wolfbriar Elemental is similar.

Then we get to the janky stuff. Call of the Herd or Mouth // Feed, perhaps, Pulse of the Tangle or Cobra Trap. Things to stop you dying to early creature drops. Giantbaiting into Second Harvest is a fun option. It of the Horrid Swarm or Miming Slime exist. Mitotic Slime is obnoxious if you can proc it. Ooze Garden can be a lot of fun. Slime Molding seems interesting alongside song/ Spore Swarm/Sprout Swarm

There are also weird rebuild options like Prototype Portal/Soul Foundry with artifact creatures and golem tokens, elf tribal, Khalni Garden/land token generation builds. Lots of cards, nothing that has shaken the world recently. Good luck with the build.

TheTrueSchmamook on Sacroling - [M19]

2 weeks ago

multimedia Thanks a bunch for the feedback! I'm a new player that first got into magic around gatecrash, but never really got into standard format. I just built decks from boosters and played with friends that did the same.

I don't mind adding Tendershoot Dryad, but I was trying to keep it around the $35 - $40 price range for anyone that wanted to be able to build a cheap deck and learn how to play without getting stomped every time they played with some friends.

The explanation of Spore Swarm helps me understand it a bit more. I'll be adding 3 of those, and seeing how it does. So far the deck is strong with a modified version of above, but it doesn't hurt to try it out. Thanks again!

multimedia on Sacroling - [M19]

2 weeks ago

Hey, you should really consider dropping the strange under $40 budget and increasing it to $50-60 to add Tendershoot Dryad. You need something with more win ability by itself to ramp into with Song. Tendershoot gives you a potentially constant source of Saps for no mana cost after playing it and it's city's blessing ability is a win condition anthem with Saps.

You shouldn't count on consistently having Song and Migration at the same time enough times to warrant not playing Spore Swarm. Swarm gives you the most Saps at instant speed for the mana cost. Four mana for three Saps is good. Six mana for four Saps at sorcery speed is less good. Migration is best as a two mana make two Saps this lets you begin the early game with some Saps which is good for the strategy with Song, Sporecrown and everything else. Having four mana to cast Swarm is much easier especially with only 20 lands than needing six to cast kicked Migration even with Song.

The instant speed of Swarm is very helpful with Song and in other game play scenarios. End of your opponent's turn cast Swarm make Saps which you can use to attack or tap for mana with Song on your turn. This is protection from sorcery speed removal from your opponent which is very much wanted with tokens because of board wipes, Goblin Chainwhirler and Plague Mare. Turn three or four Swarm into turn four or five Tendershoot could depending on what else you've played give you the city's blessing meaning Tendershoot becomes an anthem the turn it's played.

Good luck with your deck.

TheTrueSchmamook on Sacroling - [M19]

2 weeks 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.

SomeNewb on Sacroling - [M19]

2 weeks ago

can I ask why you don't run Spore Swarm ?

PandaKing185 on Kicker Deck

1 month ago

Thanks for the info Boza, im going to take out Spore Swarm, but im going to keep Saproling Migration just because its handy to have to defend when I dont want to sacrifice more valuable cards like Elfhame Druid. I think ill head for more of a tall deck, so ill look into getting 4x Territorial Allosaurus as well as Untamed Kavu. I also removed the land and Elvish Visionary to go ahead and make it legal, I'm still yet to test this with my friends as most of them are out of state, but ill be sure to update with how it plays.

Load more