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Creature — Fungus
Each other creature you control that's a Fungus or Saproling gets +1/+1.
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Sporecrown Thallid Discussion
3 weeks ago
Actually SovietPuma I find that Fungal Plots is incredible (albeit requiring a little bit of setting up). Once you have Slimefoot, the Stowaway out, you can use the Saproling tokens to block opponents' attacks; once the attacks are blocked, but before combat damage, activate the draw effect of Plots. You take no damage from 2 attacks, draw a card, and (because of Slimefoot) gain 4 life and deal 2 damage- and if you have stuff in the graveyard, you can rinse and repeat.
1 month ago
Where've you played this deck list? I'd like to know how it performed, if you wouldn't mind.
As to your points: Llanowar Elves serve well in dropping a turn two beater like Yavimaya Sapherd or Deathbloom Thallid, or even a turn three Torgaar, Famine Incarnate if we get lucky. I'm not sure I would want to cut them, but I'll definitely keep it in mind as I continue with this deck.
Carnage Tyrant is pretty far out of my price range, as is Assassin's Trophy. Getting two of each would actually double the total cost of this deck, and honestly, I don't really want to drop the fungus theme. Like, yeah, big dino is big, but it just isn't what I want here, you know?
Finally, Gruesome Menagerie seems like a pretty cool card, I'm just uncertain that I have appropriate targets for it. The absolute best-case christmas land of casting it would be turn five, bring back Llanowar Elves, Sporecrown Thallid, and either Slimefoot, the Stowaway, Deathbloom Thallid, or Yavimaya Sapherd, and I think I would almost always prefer to drop a Tendershoot Dryad instead of bringing those back. Especially post-boardclear, since I would definitely be losing all of the saproling tokens I had on board, and building them back up would be imperative.
1 month ago
Avacyn, Angel of Hope doesn't seem super on theme or really that useful. I mean, yeah, it's really good. But it's also 8 mana and for 8 mana I feel like you should be winning the game. Not just protecting your 1/1s or whatever you have out.
Pallid Mycoderm, Rot Shambler, Savage Thallid, Sporecrown Thallid, Sporemound, Sporesower Thallid, and Sporoloth Ancient. I think all of them are either overcosted for what they offer, or don't offer enough. I think the best out of these is Sporemound, but I'm not sure it's good enough. You don't really ramp all that hard, and you'll have so many 1/1s anyway that I don't think it'll matter if you get a couple extra. I think these could all be replaced by more 'value' oriented cards.
Verdant Force is simply overcosted. Remove.
Trostani, Selesnya's Voice is out of place. Populating a 1/1 for 3 mana and a tap is a bad feeling, and gaining 1 life from each is trivial and could be done with Suture Priest or any soul sister (and better too). Also Trostani's mana cost is steeper than it seems (from experience).
Fungal Plots is just kinda weak. I'm super against self-gy hate, and this is no exception. You're paying 4 mana and a card for a 1/1, and then you can maybe sac 2 more creatures for some life and a draw. There are much better options for card advantage AND tokens (I'll get into it later).
Intangible Virtue is out of place. An army of 2/2 vigilance's isn't amazing, especially because your saprolings WANT to die (to slimefoot and Blood Artist and others), so tapping to attack isn't an issue. You already have other, better, team buffs so I don't really think this fits.
Night Soil is just kinda meh. It's a tougher restriction than it seems (both from the same yard).
Along with this, I don't like Necrogenesis in general, but at least it gy-hates opponents and is something you can do if you have mana left up. An early cut if you still wanna cut some stuff, but fine to leave.
Primal Vigor can backfire hard. I don't think it's worth tbh. Also the mana cost is steep for something that doesn't do anything by itself.
True Conviction is just super out of place, and that mana cost is super rough. Absolutely cut. If you were gonna have a mana cost with WWW, it's gonna be Avacyn (but it's gonna be neither).
Verdant Embrace is just too costly for what it does and what you need. If it was like 3 mana and didn't give the +3/+3, that would work, but as is it's too costly and you'll almost certainly not get a lot of value from it because people will murder the creature it's on immediately.
Honestly, I've never liked Second Harvest. It's a terrible card if you're losing and if you cast it and win, you probably would've already won anyway. It seems like win-more to me. Most cards that do nothing on their own I think are kinda meh.
I have no idea how to feel about Vona's Hunger. I'd consider removing just because if you're using this to clear a board, they're gonna keep their best shit anyway, and this is pretty trash against other token decks. The mana cost and instant speed is a nice +, but I'm not sure it's enough here.
You have a lot of lands. I like running fewer lands (35) but having about ~10 sources of ramp. I'll try to figure some out as we progress.
Fungal Sprouting does nothing on it's own and I am having a tough time envisioning it being really useful. Getting 5 1/1s is great for Ghave, but for 4 mana and sorcery speed, I feel you could be doing more. It's fine for now, but consider it an early cut if needed.
Glare of Subdual. This is a tough one. On the one hand, tapping down the voltron player (Seth's cats or my dragons or Zac's Tuvasa) is super dope. On the other hand, tapping is not removal and it relies on you having a creature to spare to tap. It's also 4 mana. I'd probably remove. If it was 1WG, I'd think it was good.
I strongly recommend not having more than 8 enchantments. You have 16 right now and that's just too many without some heavy enchantment recursion.
Okay. We got through it boys. Let's go to our suggestions and recommendations. This next section will include cards in your maybe board that I think are good and should go to mainboard.
Anafenza, the Foremost, because who doesn't like incidental GY hate on an aggressively costed body. 3 mana for a 4/4 that GY hates is something that your opponents need to answer, and more often than not their removal will be worth more to them than Anafenza is worth to you.
Elenda, the Dusk Rose is a card I've always wanted to work and this might be it. Being able to sac a huge board and then herself seems like great value. The issue with Elenda is that she can be exiled, but your commander is a sac outlet which protects against that. I think she could be a powerhouse in this deck ESPECIALLY because her tokens have lifelink. Never underestimate lifelink on tokens.
Juniper Order Ranger is just gravy. 5 mana for a boi that gets progressively larger and boosts your board is something that needs to be answered to. This will either force a boardwipe or spot removal and honestly either a win for you.
Shalai, Voice of Plenty is good. Really good. I don't think it's bad to put it in this deck.
Retribution of the Ancients is super interesting and could be a powerhouse. I'm inclined to include it as instant speed removal that works on indestructible things at a minimum cost to yourself seems very good. Sure, you'll be using 3-5 counters each time, but ideally that won't be an issue since. Also it's at a mana cost price you just can't do better than.
Everything from maybeboard I didn't mention is a no.
End of Maybeboard Recommendations
Uhh, where's my babe Elspeth, Sun's Champion at?? 6 mana for either a conditional boardwipe that won't hit you that often, or for 3 token bois seems like a good deal. And if you manage to ult, you win. No one can stop a flying army of 3/3s.
Eldrazi Monument. We already talked about it but just wanna have it written down here.
Pir, Imaginative Rascal. Fucking gravy. Works with Ghave super well but also Elspeth and also your dudes who put spore counters on themselves. This is a must include. I'm kind of surprised he wasn't already in the list tbh.
Fecundity can be absolutely nutty. Sure, it helps your opponents, but it is very unlikely it'll help them more than it helps you. Also a may trigger so it won't hurt you if you don't want it to.
Dark Prophecy is also insane, tho the self damage could become hazardous. I'll recommend some things to combat this as the card is a powerhouse, even with the BBB mana cost. Remember, being at 5 life and winning is the same as being at 40 life and winning.
Loyal Guardian is a new card which could do work. Early cut, but I'll put it here if you need to fill out your creatures.
Heroic Intervention is the single best protection spell in green. It's basically a green Teferi's Protection for your turn and it cannot be overstated how good it is at the right time. It is the difference between "I win next turn" and "Man nice boardwipe, GG." And for 2 mana too. It's bonkers. Must include.
Cryptolith Rite is disgusting. You've played slivers so you know how good Gemhide is. This is too. I think this is a must.
Zulaport Cutthroat is nice redundancy for your combo win and also nice incidental lifegain (which helps counteract Dark Prophecy's life cost).
Forgotten Ancient is bonkers. Will always become a threat and require removal. It's just good.
Hangarback Walker is solid. Dump whatever mana you have into it, gives you something to do EoT, and you'll almost always get the death trigger since your commander is a sac outlet.
Scavenging Ooze. Graveyard hate is good, and incidental synergy with counter is even better. Just a super efficient card and usually comes something that needs to be removed sooner rather than later. Using the ability as an instant in response to a 'return from graveyard' spell is a joy.
Abzan Charm is good at any point of the game. Removal, counters, card advantage. Maybe the best charm out of all of them. Cannot be overstated. This is a must include.
You have no boardwipes. What the hell. You need at least 4 in almost every deck, but you will be fine with 3 here since you have Elspeth and Dictate of Erebos. I recommend Day of Judgment, Merciless Eviction (best boardwipe ever printed ever), Austere Command (wipe everything but your 0 CMC tokens and you'll usually open a board up for swings) and Living Death. More on Living Death below.
Living Death is a pet card of mine. Mostly because of how bonkers it is. 5 mana for a boardwipe that makes everyone sac their hexproof/indestructible creatures, and then get's you everything you need back. Ideally you'll have something like Aura Shards or Dictate out as you cast this to thin your opponents board afterwards. Also, with Anafenza, Necrogenesis, Scavenging Ooze and Bojuka Bog, you should be getting more value back than anyone else consistently.
Dread Return is good. 4 mana to bring something back is the going rate and saccing 3 creatures to bring something back is double upside since more often than not saccing creatures is good. With Blood Artist that gains you 3 life and someone loses 3, with Fecundity or Dark Prophecy, you just drew 3 cards for FREE. Stupid.
Elesh Norn, Grand Cenobite is always always always a powerhouse. Clears the board and puts you absurdly far ahead in terms of board presence. If you have the money, put it in.
I know you're not huge on tutors, but Razaketh, the Foulblooded and Sidisi, Undead Vizier are good. Can help find answers or just combo pieces to close out a long game. If you only want one, put Razaketh because at the end of the day, an 8/8 flample for 8 is good.
Carrion Feeder is good because instant speed sac outlets with incidental counter value is good. Sac a creature, get a counter, remove counter to get another creature is good. Essentially, with Fecundity/Dark Prophecy, Ghave, and Carrion Feeder out, they read "Pay 1 mana, draw a card" and that's good. Add in Blood Artist and it's even better, and add in Pir and Ashnod's and you win. 5/6 card combos are still combos. Also Carrion is a 1 mana sac outlet and that's really good.
Requiem Angel is a card I've always wanted to use but never found the place. This might be it, chief. Essentially doubling your token count for ability activations and sac triggers, plus turns your measly 1/1 saps into 1/1 fliers, which is a huge boost.
I'd remove Aura Mutation and replace it with both Putrefy and Mortify. The reason is that I often find myself holding onto Aura Mutation hoping to get good value from it, but oftentimes I should just use it on a 2 drop enchantment like Cryptolith Rite or something. Mortify and Putrify also double as modal cards, making them never a dead card if you draw them.
You need more ramp. There is no way around it. But you need more. Cultivate, Kodamas, Nature's Lore, Farseek, etc etc. No mana rocks besides Sol Ring. You're green, use it. You could also run things like Primal Druid that give value when they die, since this is a sacrifice deck. I'd scryfall "dies/enter search library land battlefield" and choose your favorite.
Mindless Automaton just seems fun. Depending on how easy it is to put counters on stuff, this may work. Early cut for sure.
Thats all I got for now. I'll comment again if I think of more.
2 months ago
1 of each creature is going to be pretty inconsistent. It'd be good to play some turn 1 ramp like Llanowar Elves and you'll wanna see it a lot so I'd use 4 of them. Then you can focus on combo and such. So 4 Slimefoot, the Stowaway and I would think 4 Sporecrown Thallid. Then you just need token generators. You have Fungal Infection and Yavimaya Sapherd which are good. I really like 4 of Spore Swarm too. Then fill in with your finishers. Ghalta, Primal Hunger and Demon of Catastrophes are strong. Play some removal like Cast Down and hand hate like Duress. Maybe a couple cards that can help return your big finishers from the graveyard or a way to help ramp into them, Song of Freyalise is my choice in my saprolings. Does wonders with 4 creatures on the board already.
In the end, you only need 4 Tendershoot Dryad to make saprolings really work.
2 months ago
@TheRangaRanger Thanks! It has won me games in unconventional ways before, and I hope the changes I have made speed it up more to keep up with some of the faster decks in my meta. Still some playtesting to do and changes to make. I hope it does wonders for you!
To your point about the Golgari Charm, I originally considered it for the 1.0 version of this deck, but decided not to include it for several reasons: I have some strong enchantment removal in the deck already (more couldn't hurt, but I am sufficent right now with that I have), the regenerate mechanic wouldn't work how I was hoping it would with the tokens,as they just become tapped and do not die. The -1/-1 is really great for mass removing the Saprolings, but I figured I have enough instant speed sac mechanics in the deck to remove my Saprolings, even with a creature like Sporecrown Thallid in play. So for me its not ideal, but if you wanna run it by all means go right ahead!
3 months ago
The hard part with tribal decks is having a reason to actually play the tribe. Right now you've got Sporecrown Thallid but that's it. You could consider Metallic Mimic or Adaptive Automaton, and if you're willing to splash into another color you should definitely spring for Slimefoot, the Stowaway and Pack's Disdain.
As for sideboard, the two general directions you can go in is planning for the decks that are good against you, or planning for the meta (the decks you expect to play against). Wrath effects and dedicated burn decks will both be a struggle for you. I'd recommend you up the number of Heroic Interventions for fighting against control since you can't recover very well from a wrath. I'd also recommend you look at some cheap lifegain or way to interact with burn. I see Congregate there, but by the time you're able to cast it burn decks will have already killed you. Timely Reinforcements is a good option, so is Blessed Alliance. Leyline of Sanctity is a great option too, but its pretty pricey. If you splash black like I suggested you could even look at a few copies of Collective Brutality. Beyond that you should expect the meta. It's very graveyard heavy right now, so I'd recommend 1-3 copies of Rest in Peace. Tron and Storm are also both present, so 1-3 copies of Damping Sphere would be a good idea as well. Artifact and enchantment destruction is always good to have access to, so 1-3 copies of either Fragmentize or Naturalize would serve you well. 1-2 copies of Pithing Needle can be nice as a catch-all, and a bit of extra removal in the form of Blessed Alliance, Journey to Nowhere, or Condemn could be nice in some games too. If you run black those could swap for Fatal Push, Collective Brutality, or Go for the Throat. With the addition of black you could also throw in some hand disruption against combo or control, things like Thoughtseize or Inquisition of Kozilek.
Whatever you choose to do, good luck!
3 months ago
Helm of the Host is a great bomb for this deck! I have a very similar saproling deck with 2 Helms in it. When its on Tendershoot Dryad, your saproling army will quickly become MASSIVE! This usually guarantees you the City's Blessing, gives you more and more saps each turn, and makes each sap gigantic. Putting this on Slimefoot, the Stowaway gives the game a countdown timer. Each turn, your saps will be capable of doing more direct damage upon their death. Sporecrown Thallid and Yavimaya Sapherd are acceptable targets for the helm as well.
My deck has a Torgaar, Famine Incarnate. It's fun and pretty easy to cast, but I've debated removing it too many times. By the time I can cast it, the opponent is already close to if not below half their starting health and this creature is simply a big body.
Journey to Eternity would be a nice sideboard card against mill decks, control decks, or heavy removal decks. It would give you the ability to dig up buried cards.
4 months ago
Hey, nice concept, cutting black for white giving you more midrange power with Shalai and better game play against control with Ajani.
I suggest making your deck ready for post rotation. Selesnya is a guild in Guilds of Ravnica which means there's going to be support in the set. Get your deck ready for Ravnica which will not be hard as the only card that's rotating is Anointed Procession. Consider cutting Procession for 2x more Spore Swarm? Swarm is one of the best ways in Standard to make Saps. Four mana at instant speed for three Saps is good.
22 lands is low when five drop Tendershoot is such a integral part of a strategy with Saps. I suggest adding 2x more lands for 24 lands. Consider moving Shaper's Sanctuary to the sideboard for 2x more Tranquil Expanse? Yavimaya Sapherd is another good card for Saps especially with Sporecrown Thallid. For the Sap strategy I think it's better than Shanna. Her CMC will be difficult to consistently play with the current green dominate manabase. You're going to want some kind of main deck removal consider Seal Away? Realistically, you want to think about cutting some cards to fit in removal. I know it sucks, but decks in Standard aren't good enough without some kind of creature removal. More removal can go in the sideboard for other matchups, but main deck you still want some removal.
Consider this creature base:
- 4x Llanowar
- 4x Sporecrown
- 3x Shalai
- 4x Tendershoot
Consider this other spells base:
- 4x Song
- 3x Seal
- 2x Destiny
- 4x Swarm
- 4x Migration
- 2x Ajani
- 1x Huatli
- 1x Ajani Wise