Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2014 (M14) Common

Combos Browse all



Creature — Fungus

Whenever a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.

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Recent Decks

Sporemound Discussion

sebvieira on Slimefoot is a Fun-Guy (Get it?!)

1 month ago

Nice deck! I'm working on a Slimefoot deck myself and it's super fun to play it. I initially included Life and Limb but someone pointed out that's an infinite combo (with Sporemound) that, unless you can sack Sporemound, it's an infinite loop, resulting in a draw.

I should probably include Cryptolith Rite as well. I've noticed how I can play Sprout Swarm (why don't you have it?) for free each turn due to all the Saprolings I control. It must be awesome with the Rite so I can ramp much faster.

Oh, and I liked the mushroom joke :D

ellie-is on Saparooos Gonna Get You

1 month ago

I think personally I like Explore better tan Enter the Unknown despite the extra mana, since the counter doesn't necessarily help you that much. You're also running a low amount of lands, so you don't have such a high chance of getting one while exploring, but the draw from Explore will be a draw regardless.

And, I mean, with a perfect hand every deck is perfect, but it's still a good idea to prepare for when you don't get that perfect hand, or to try your best during deckbuilding to make sure most hands can be at least "good enough".

RE: Sprout. I like it, and it might be what you need, but maybe think about Tukatongue Thallid. It can't be sacrificed for mana right away, but it gives you a chump blocker to help you stay alive longer before your combo is up.

Finally, just a quick tip from someone who's played with Life and Limb before: you should always make sure you can play Sporemound on the same turn, or play it the turn before. If you allow your opponent to get a full turn in while all your forests are 1/1 saprolings, there's a very good chance you'll lose them all to some low-power boardwipe, and that's just not fun. I'm speaking from painful personal experience here.

EricMiles on Saparooos Gonna Get You

1 month ago

Because I'm a dummie and read it as a saproling. Tearing them all out for more forest now.
A perfect hand can easily still drop the combo turn 3, If you have enough saproling to sacrifice. I shuffled things around and added Sprout to give a little more options on turn 2, though turn three all your efforts should be put into getting out Life and Limb then tapping your remaining saprolings and sacking everything for a Sporemound. If you dont draw the cards you need then turn 2/3 can also be used to to dig for them and you easily have all the mana you could need turn 4.

Also thoughts on Enter the Unknown?

NovaNew2 on Tatyova Combo Deck Help

1 month ago


I am looking to make this deck more consistent and start using cards that do similar things but bigger, like using Rampaging Baloths over Sporemound or Zendikar's Roil. Any suggestions would be awesome.

KingofCorns on Legacy's Toll Outline

2 months ago

Surely you chuck in the Midnight Guard + Presence of Gond, and, Sporemound + Life and Limb infinite combos. I enjoy cards like Fungal Sprouting, Second Harvest, Ivy Lane Denizen, Anointer Priest and Might of the Masses when I'm going big/wide.

Buckminsterfullerene on Jello Mold

2 months ago

If you incorporate a way to break the loop, or perhaps more Slimefoots and more sac outlets, you can use Life and Limb with Sporemound to generate an arbitrarily large number of saprolings. But, you need that method of either breaking the loop or saccing to Slimefoot, otherwise the game ends in a tie.

Progenitus_Likes_Hugs_Too on Tatyova - Weird Land Stuff

2 months ago

Her ability actually isn't draw a card off playing a land, but rather draw a card of a land entering the battlefield under your control. That's a crucial distinction for this deck. I'm not necessarily going for tier 1 here, I'm going for some goofy synergies with Life and Limb.

If I have life and limb out, and a saproling enters the battlefield under my control, that technically counts as a forest (a land) entering the battlefield under my control. Triggering Tatyova. If I have life and limb out with Arcane Adaptation (naming saprolings), then any creature enters the battlefield as a saproling, hence as a forest, triggering Tatyova. I could Mind Bend my Urborg, Tomb of Yawgmoth to forests for life and limb, or have Realmwright or Prismatic Omen make all of my lands forests for life and limb. For the silliness of making all lands saprolings.

Those are some of the main pieces of the deck. Much of the rest of the deck plays into these cards. I'm confident that 44 lands will feel like enough with my general, though play testing will prove that. Not only will I be drawing with Tatyova off lands entering the battlefield under my control, but also off of any saproling that enters the battlefield under my control. That could prove to be a massive amount of card draw.

For example, if I have Tatyova, Sporemound and Life and Limb out, then I've created a mandatory loop that will draw my entire deck. I could play a forest, triggering sporemound and creating another saproling, which is also a forest, continuing to trigger sporemound. Every one of these saprolings will trigger Tatyova. I could draw my deck out with Laboratory Maniac, or end the mandatory infinite loop with Snapback. This is just an example of what I feel to be a goofy way to try to win the game. It'll be fun/funny if it works. Again, not Tier 1, but it should be fun to play.

I am already running many extra land drop effects, including exploration.

And Cyclonic Rift is a good addition to any deck haha, but my copies are in other decks. So I didn't slot it here.

Thanks for commenting! Please let me know if you have any other questions or concerns.

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