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Saskia's Unyielding Army of Creature Tokens

Commander / EDH BRGW Counters Sacrifice Tokens

MTGBurgeoning


With an axe in her hand and a host of tokens at her back, Saskia the Unyielding will not surrender, succumb or admit defeat.

The Commander 2016 product introduced Partner Commanders to the format and also provided EDH/Commander players with Magic: The Gathering's first four-color legendary creatures. One of these four-color legendary creatures is Saskia the Unyielding. She costs and is a 3/4 human soldier with vigilance and haste. Saskia the Unyielding's enter-the-battlefield trigger can be lethal to an opponent. When she comes into play under our control, we choose a player, and whenever a creature we control deals combat damage to any player, it deals that much damage to the chosen player. Carefully review Saskia the Unyielding's text: Whenever a creature we control deals combat damage to ANY PLAYER, it deals that much damage to the CHOSEN PLAYER. Choose Opponent #1 and their heavily pillow-forted board state, and then attack Opponent #2 and/or Opponent #3 and watch Opponent #1's life total plummet downward as well. Or, choose an opponent and attack that same opponent for TWICE the damage.

The vision for this Saskia the Unyielding EDH/Commander deck is to create a mammoth army of tokens that can overwhelm our opponents as Saskia the Unyielding's enter-the-battlefield trigger can create a very, very short clock. Outside of combat, some additional avenues to victory are included in this deck as well. We've got tokens, and we know how to use 'em!

Fresh Meat: Originally printed in New Phyrexia, Fresh Meat replenishes our army of creatures by creating a 3/3 green beast token for each creature we controlled that went to the graveyard from the battlefield in the same turn. Aside from what our opponents plan to do to our creatures, this deck has so many ways to create creature death and Fresh Meat will supplant each and every one of these dying creatures with a replacement. NOTE THE TEXT: "Create a 3/3 green beast creature token for EACH CREATURE put into our graveyard from the battlefield this turn." It doesn't say "nontoken creatures." Booyah!

Hammer of Purphoros: We can create a 3/3 colorless golem enchantment artifact creature token by tapping , tapping Hammer of Purphoros and sacrificing a land. Hammer of Purphoros primarily is included in this deck list as a haste-enabler for our army. There is an extra layer of vulnerability with this spell as it is an enchantment artifact, and therefore, is susceptible to enchantment- and artifact-specific removal. More effectively used with Parallel Lives, Anointed Procession and/or Doubling Season on the battlefield in the mid-to-late game, the ability to create a token pushes this card past Fervor and Fires of Yavimaya as the deck's haste-enabler.

Parallel Lives: We can consider Parallel Lives to be Doubling Season-lite, Version 1A. Whenever we create a token creature, create another one! This enchantment will double our tokens. This card is so powerful it was reprinted in white. Auto-include.

Anointed Procession: We can consider Anointed Procession to be Doubling Season-lite, Version 1B. Whenever we create a token creature, create another one! This enchantment will double our tokens. This card is so powerful it's been printed in two different colors. Auto-include.

Doubling Season: It says it all right in the name: "Doubling." This is the original Parallel Lives and Anointed Procession. Originally printed in Ravnica: City of Guilds, Doubling Season doubles the number of tokens we create. Additionally, if an effect would place any counters on a permanent we control, it puts twice that many counters on that permanent instead. Cathars' Crusade, Deathbringer Thoctar, Black Market, Korvold, the Fae-Cursed King, Mazirek, Kraul Death Priest, Elenda, the Dusk Rose, Krav, the Unredeemed, Hangarback Walker, Avenger of Zendikar's plant tokens and Hooded Hydra approve. CAUTION: Activating planeswalker loyalty abilities will not trigger Doubling Season. However, loyalty counters of planeswalkers will double when they enter the battlefield if Doubling Season is under our control. Each of the planeswalkers in this deck can activate their big bang abilities upon entering the battlefield with Doubling Season under our control. Although Xenagos, the Reveler's big bang ability is not overpowered in our deck (and he dies if activated immediately after entering the battlefield with Doubling Season in play), but Liliana, Dreadhorde General's ultimate ability is game-ending and Vraska, Relic Seeker's ultimate ability reduces an opponent's life total to one. Doubling Season is the best card in our deck. THE DREAM: Parallel Lives, Anointed Procession and Doubling Season in play at the same time. Under this scenario, every one token created nets eight tokens.

Divine Visitation: As a token deck we are creating a myriad different creature types, from beasts and warriors to plants and spirits. Divine Visitation makes each token we create a 4/4 white angel with flying and vigilance. It's quite flavorful for Divine Visitation to have the exact same casting cost as Serra Angel as the tokens created in its presence are copies of Serra Angel. Nice job Wizards! Besides, who doesn't love angels!?

Xenagos, the Reveler: Admittedly, his ultimate ability is not strong in this deck, but his first two abilities are perfect for our deck's vision. For 0, Xenagos, the Reveler can create a 2/2 satyr token with haste. For +1, Xenagos, the Reveler adds X mana of any combination of and/or , where X is the number of creatures we control. This is a Gruul hybridization of a Gaea's Cradle activation, and if we can add Gaea's Cradle-like abilities to this deck then WE DO IT. The token creation is nice and repeatable but the potential mana benefits are sublime! UPDATE Xenagos, the Reveler has been replaced by Bootleggers' Stash (see UP & UP REVISIONS #1 for more details).

Liliana, Dreadhorde General: Liliana, Dreadhorde General is our everything in this deck! She draws us cards when our creatures die. She creates creatures (zombies) to die. She forces players to sacrifice creatures and her big bang ability is game-ending. Liliana can command our token army any day of the week, and twice on Friday Night (Magic)!

Vraska, Relic Seeker: Vraska needs more love! She seriously does. Our Seeker of Relics can create token creatures. She can destroy artifacts, creatures and enchantments and gifts us a treasure token when she does. Oh, and her ultimate ability? The life total of an unfortunate opponent is going to drop to one if she -10s. UPDATE Vraska, Relic Seeker has been replaced by Generous Gift (see UP & UP REVISIONS #1 for more details).

Tendershoot Dryad: Way way way back in the days of Tempest, there was an annoying creature called Verdant Force. For this 7/7 elemental created a 1/1 green saproling creature token at the beginning of each player's upkeep. If left unchecked or if protected, this green swath of tokens got out of hand very quickly. Fast-forward more than 20 years and we get this dryad from Rivals of Ixalan. For , Tendershoot Dryad creates a 1/1 saproling creature token for us at the beginning of each player's upkeep. Additionally, the City's Blessing (and we will have the City's Blessing) buffs these saprolings by +2 +2. Tendershoot Dryad is not our only saproling-producing spell in our deck, so this +2 +2 anthem can be advantageous. UPDATE Tendershoot Dryad has been replaced by Primal Vigor (see UP & UP REVISIONS #1 for more details).

Requiem Angel: Requiem Angel may be one of the most powerful creature in this deck, but upon first glimpse it may not seem so. We most focus on the wording of her text: Whenever another non-spirit creature we control dies, create a 1/1 white spirit creature token with flying. Now let's highlight the important features of Requiem Angel's ability: Whenever ANOTHER NON-SPIRIT CREATURE we control dies, create a 1/1 white spirit creature token with flying. This is significant because the text does not specify NON-TOKEN creature, just NON-SPIRIT. Excluding Requiem Angel, how many cards in this deck create spirits? Zero. How many cards in this deck create non-spirits? Twenty-four other spells create 16 different creature types, and none of them are spirits. The only "spirit" in the deck is Mirror Entity. Similar to Fresh Meat, Requiem Angel will replace any of our non-spirit creatures' deaths with 1/1 spirit creature tokens. Considering the numerous ways our token creatures can and will die in this deck, Requiem Angel basically provides a second creature token for each creature that dies under our control. AMAZING!

Avenger of Zendikar: This elemental's enter the battlefield trigger is awesome. Avenger of Zendikar creates a 0/1 plant token for each land we control when it enters the battlefield. An instant army! Better yet, with its landfall ability, each time a land enters the battlefield under our control we put a +1 +1 counter on each plant token we control. This is beyond bonkers with Doubling Season!

Hooded Hydra: Hooded Hydra creates a 1/1 green snake creature token for each +1 +1 counter on it when it dies. Additionally, it has morph for and when we morph it we flip it over and place five +1 +1 counters on it. We can do some sneaky combat tricks with this hydra, or we can invest a bunch of mana into it, have it die, and create a den of snakes. It's mind-boggling to me that some hydras don't have trample. It feels bad. UPDATE Hooded Hydra has been replaced by Arachnogenesis (see UP & UP REVISIONS #1 for more details).

Hangarback Walker: When Hangarback Walker dies, we create a 1/1 colorless thopter artifact creature token with flying for each +1/+1 counter it had. The in the mana cost seems a little daunting, but the , Tap ability to put a +1 +1 counter on Hangarback Walker makes up for it. Creating an army of flying thopters feels good. Casting Hangarback Walker with Doubling Season under our control feels really good. Having Hangarback Walker die with Doubling Season under our control feels really, really good. UPDATE Hangarback Walker has been replaced by Chatterfang, Squirrel General (see UP & UP REVISIONS #1 for more details).

Second Harvest: This instant from Shadows Over Innistrad is a perfect spell for our deck. We create a lot of tokens. With Second Harvest we can double them for just and at instant-speed!

Secure the Wastes: If you played Standard during the time that Secure the Wastes was legal, then you know about its power level. Instant speed for to create X 1/1 warrior creature tokens. Surprise blockers? Check. End of turn army? Check. Secure the Wastes is an amazing card in this deck because it's a beneficially-costed token-creating army at instant speed.

March of the Multitudes: This mythic rare from Guilds of Ravnica is another army-in-the-making at instant speed. March of the Multitudes is so attractive based on its convoke mechanic: Each creature we tap while casting this spell pays for or one mana of that creature's color. We're going to have a lot of creature tokens in this deck that will love to "help cast this spell."

Saproling Symbiosis: Saproling Symbiosis is an interesting spell from Ravnica: City of Guilds. At sorcery speed for we create a 1/1 green saproling creature token for each creature we control. However, for an additional we can cast this spell as though it had flash. This is another spell that can double our army.

Increasing Devotion: Increasing Devotion has a very good mana-to-token creature ratio. For we create five 1/1 human creature tokens. One mana for a 1/1 creature token is good. Nine mana for ten 1/1 creature tokens is really good. If we cast Increasing Devotion for its flashback cost, we will net ten total creatures for an investment of nine mana. If we cast this spell during our turn and then again for its flashback cost at some point thereafter, we net 15 creatures for 14 mana. This is an excellent return on our mana investment and easily achievable in this deck. UPDATE Increasing Devotion has been replaced by Grand Crescendo (see UP & UP REVISIONS #1 for more details).

Conqueror's Pledge: Conqueror's Pledge is another great value. For we create six 1/1 kor soldier creature tokens. Five mana for six creatures is an awesome return! If we choose to kick Conqueror's Pledge by adding to the spell's mana cost, then we net 12 creatures for 11 mana. At times, admittedly, the in Conqueror's Pledge's mana cost can be prohibitive in a four-color deck. However, the potential return of 12 token creatures for 11 mana is worth the potential risk. UPDATE Conqueror's Pledge has been replaced by Scute Swarm (see UP & UP REVISIONS #1 for more details).

Finale of Glory: The big daddy. The grand FINALE (haha). The showstopper. The game-ender. Finale of Glory and its synergy with everything that this deck is trying to accomplish makes this spell our trump card. For , we create X 2/2 white soldier creature tokens with vigilance, and if X is 10 or more, we also create X Serra Angels. Any combination of Parallel Lives, Anointed Procession and/or Doubling Season makes this spell overwhelming, and that's not even mentioning Goblin Bombardment or Altar of Dementia. What if we control Cathars' Crusade and/or Hammer of Purphoros? Finale of Glory is our most powerful token-creating spell outside of Parallel Lives, Anointed Procession and Doubling Season.

Elenda, the Dusk Rose: Whenever another creature dies, we put a +1 +1 counter on Elenda, the Dusk Rose. Read that carefully. The text does not say "a creature we control" or "a nontoken creature." Whenever ANOTHER CREATURE dies. Any creature. From anywhere. Under control by anyone. Oh, and that's not all! When Elenda, the Dusk Rose dies, we create X 1/1 white vampire creature tokens with lifelink, where X is equal to her power. Doubling Season loves Elenda, the Dusk Rose, and I'd like to think that she loves it back. I really do.

Arachnogenesis: See UP & UP REVISIONS #1 for more details.

Chatterfang, Squirrel General: See UP & UP REVISIONS #1 for more details.

Scute Swarm: See UP & UP REVISIONS #1 for more details.

Primal Vigor: See UP & UP REVISIONS #1 for more details.

Bootleggers' Stash: See UP & UP REVISIONS #1 for more details.

Grand Crescendo: See UP & UP REVISIONS #1 for more details.

Inkshield: See UP & UP REVISIONS #1 for more details.

Jinnie Fay, Jetmir's Second: See UP & UP REVISIONS #1 for more details.

Rabble Rousing: See UP & UP REVISIONS #1 for more details.

Viscera Seer: Sacrifice a creature, scry 1. So simplistic. So rewarding. So....why does this common cost multiple dollars when it's been printed three times?! That answer is easy. Viscera Seer is a super-cheap (just ) sacrifice outlet in a color that wants creatures to go to the graveyard. We can actually sacrifice Viscera Seer to its own ability!

Goblin Bombardment: Ah, Tempest. The memories of having so many goblins sacrificed to kill so many merfolk. Nostalgia. Well, Goblin Bombardment brings the goods here. For just a one-time cost of , we can sacrifice a creature to this enchantment and do a point of damage to any target. Opponents. Creatures. Planeswalkers. All will be bombarded!

Altar of Dementia: CAUTION: Beware of the Eldrazi Titans (Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre) if planning to mill-out an opponent. For this is a great sacrifice outlet for enabling our death triggers. MORE CAUTION: Beware of the recursion players and don't fuel their 'yards!

Phyrexian Altar: One creature for one mana of any color. No restrictions. No drawbacks. That's the swap. Phyrexian Altar provides another sacrifice outlet, but not in the form of scrying, damage or milling. This is for sweet, sweet mana. This is a key component to our token engine. By sacrificing creatures to Phyrexian Mana in order to cast spells, draw cards and create more token creatures, we can create an overwhelming board state and end the game very quickly.

Krav, the Unredeemed: This legendary demon from Battlebond adds some select components to its 3/3 body. We can tap for and sacrifice X creatures. If we do, target player draws X cards and gains X life and we put X +1/+1 counters on Krav, the Unredeemed. Okay, that's a lot to unpack. Let's review. In this instance, one sacrificed creature equals one card, one life and a +1 +1 counter on Krav, the Unredeemed. We GAIN LIFE and DRAW CARDS. In black. We activate Krav, the Unredeemed's ability for for each creature sacrificed, right? No. Whether it's one creature or 100 creatures, it only costs to activate Krav, the Unredeemed. Additionally, in a pinch, Krav, the Unredeemed can sacrifice himself in order to draw a card and gain one life. Best kept secret from Battlebond. UPDATE Krav, the Unredeemed has been replaced by Jinnie Fay, Jetmir's Second (see UP & UP REVISIONS #1 for more details).

God-Eternal Bontu: This legendary God from War of the Spark sports a 5/6 body with menace for . Not amazing. Not terrible. Well, let's read a little further: When God-Eternal Bontu enters the battlefield, sacrifice any number of other permanents, then draw that many cards. Down to a card or two in our hand? Let's cast God-Eternal Bontu and sacrifice some creature tokens in order to restock our hand. One creature for one card. Well wait, there's more! When God-Eternal Bontu dies or is put into exile from the battlefield, you may put it into its owner's library third from the top. With so many sacrifice outlets we easily can continue to replenish our hand with God-Eternal Bontu, cast spells, draw and cast God-Eternal Bontu again and draw more cards. Rinse. Lather. Repeat. UPDATE God-Eternal Bontu has been replaced by Akroma's Will (see UP & UP REVISIONS #1 for more details).

Ashnod's Altar: See UP & UP REVISIONS #1 for more details.

Teysa Karlov: Let's begin with the queen of death triggers! Okay, she's not really a queen, but this legendary Orzhov human advisor is royalty when it comes to death triggers. If a creature dying causes a triggered ability of a permanent we control to trigger, that ability triggers an additional time. Two death triggers for the price of one! Hooded Hydra, Elenda, the Dusk Rose, Hangarback Walker, Skullclamp, Deathbringer Thoctar and Syr Konrad, the Grim approve, and so should you!

Skullclamp: This equipment costs to cast and to equip and will draw us two cards when the creature it's equipped to dies. Assuming that we are equipping Skullclamp to our 1/1 creature tokens, this equipment essentially reads: Tap to draw two cards. Even if our creatures are buffed a bit, Phyrexian Altar and Ashnod's Altar make this exchange for free!

Zulaport Cutthroat: There are so many things to love about Zulaport Cutthroat. Let's check out the text: "Whenever Zulaport Cutthroat or another creature we control dies, each opponent loses one life and we gain one life." Let's look closer: "Whenever Zulaport Cutthroat or ANOTHER CREATURE we control dies..." Notice, the text does not state "another NONTOKEN creature." Additionally: "...EACH OPPONENT loses one life and we gain one life." Notice, the text does not state "TARGET opponent." The effect hits each opponent and doesn't target any single opponent, dancing around hexproof and shroud. He's as dangerous as trying to walk through Zulaport at night with your pockets full.

Aetherworks Marvel: This mythic rare legendary artifact from Kaladesh was actually banned in standard as the engine of energy decks which were rife throughout the format. Whenever a permanent we control is put into our graveyard, we get an energy counter. For the purposes of our deck, gaining the necessary six energy counters to activate it will not be burdensome. Once achieved, we tap Aetherworks Marvel and pay six energy and look at the top six cards of our library and cast one of those cards without paying its mana cost. There are seven cards in our deck that have X in its mana cost and therefore would be useless via an Aetherworks Marvel activation. That leaves 54 nonland cards in the deck. It's possible that we whiff on an Aetherworks Marvel activation, but it's unlikely. Remind me, are free spells good?

Dictate of Erebos: That creature has shroud? Your commander has hexproof? You just cast Blightsteel Colossus?! When mass creature destruction and/or exile spells are not available, Grave Pact hopefully is. What's its cost? When one of our creatures dies, each opponent sacrifices a creature. Without interaction, we can completely control the battlefield. As stated earlier, this enchantment is fantastic in dealing with troublesome creatures. Additionally, the politics of the card can add a different dynamic to the EDH/Commander table.

Syr Konrad, the Grim: Honestly, we can create an entire page for Syr Konrad, the Grim. Is he the best uncommon legendary creature in Magic: The Gathering history? For he has a 5/4 body and is sans any keyword abilities. Underwhelming. However, it's his text that makes him so powerful. Let's examine it:

"Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves our graveyard, Syr Konrad, the Grim deals one damage to each opponent."

There's so much to discuss.

Point #1: "Whenever ANOTHER creature dies..." Notice what the text doesn't say. It doesn't say "NONTOKEN creature." It doesn't say "creature YOU control." He's triggered by ANY CREATURE ON THE BATTLEFIELD DYING.

Oh, but that's not all!

Point #2: "...or a creature card is put into a graveyard from anywhere other than the battlefield..." Notice what the text doesn't say. It doesn't say "a creature card is put into YOUR graveyard..." ANY CREATURE CARD FROM ANY LIBRARY. Milling creatures into the graveyard will trigger Syr Konrad, the Grim's ability. There's actually a milling ability PRINTED ON THE CARD: ": Each player puts the top card of their library into the graveyard." We also have Altar of Dementia in the deck. Plus we haven't even focused on the discard avenue of getting creatures into the graveyard!

Point #3: "...or a creature card leaves the graveyard..." This ability will be more opponent-dependent, as we do not have recursion in the deck and don't have a lot of creature cards.

Point #4: "...Syr Konrad, the Grim deals one damage to each opponent." This is a win condition from the same vein as Zulaport Cutthroat, but can happen in so many ways! The latter trigger is not as potent for us as Syr Konrad, the Grim's first two triggers. Syr Konrad, the Grim is a powerhouse in this deck and can act as a finisher if our token engine is revving. Best. Uncommon. Legendary. Creature. Ever...?

Mazirek, Kraul Death Priest: A 2/2 flying legendary creature for is not newsworthy. However, this mythic rare from Commander 2015 is all about the text: "Whenever a player sacrifices another permanent, put a +1 +1 counter on each creature you control." Again, let's examine what this text isn't saying. It doesn't say: "Whenever YOU sacrifice.." It also doesn't say: "Whenever a player sacrifices another NONTOKEN permanent..." Remember, token creatures are permanents. It doesn't say: "...put a +1 +1 counter on TARGET CREATURE YOU CONTROL." When any permanent on the battlefield is sacrificed, each of our creatures gets a +1 +1 counter. Fetch lands? +1 +1 counter. Sacrificial creature tokens? +1 +1 counter. On our entire squad! UPDATE Mazirek, Kraul Death Priest has been replaced by Rabble Rousing (see UP & UP REVISIONS #1 for more details).

Korvold, Fae-Cursed King: Here we have a 4/4 flying legendary dragon from Throne of Eldraine. When it enters the battlefield or attacks, we sacrifice another permanent. Whenever we sacrifice a permanent, we put a +1 +1 counter on Korvold, Fae-Cursed King and we draw a card. Tokens are permanents, right? Yes! Yes, they are. Korvold, Fae-Cursed King acts as a card-drawing engine. Sacrifice a token creature. Draw a card. That's a very beneficial trade. Plus our mythic rare dragon grows and grows with each sacrificial lamb! Korvold, Fae-Cursed King is a great cog to our token engine. As awesome as he is, I would decline the wedding invitation.

Black Market: "Whenever a creature dies, put a charge counter on Black Market." Again, let's focus on what the text doesn't say. It doesn't say: "Whenever a NONTOKEN creature dies..." It also doesn't say: "Whenever a creature YOU CONTROL dies..." When any creature on the battlefield dies, Black Market gets a charge counter. Then, at the beginning of our precombat main phase, we add for each charge counter on Black Market. Black Market can generate a ton of black mana and can end the game if we have the right cards in our hand.

Deathbringer Thoctar: This is another example of a creature with underwhelming stats based upon mana cost but makes up for it with sexy text. For we get a 3/3 zombie beast. Ick. Not even worthy of limited play. However, like so many other times throughout this deck's description, the text is key: "Whenever another creature is put into a graveyard from play, put a +1 +1 counter on Deathbringer Thoctar." As we flex our Detective Gadget sleuthing skills again, let's focus on what the text doesn't say: "Whenever another NONTOKEN creature is put into a graveyard from play..." Also: "Whenever another creature YOU CONTROL is put into YOUR graveyard from play..." When any creature dies, Deathbringer Thoctar gets a +1 +1 counter. So what do we do with these +1 +1 counters? Besides own an impressively growing zombie beast, we can do this: "Remove a +1 +1 counter from Deathbringer Thoctar: Deathbringer Thoctar deals one damage to target creature or player." PING! This is a Walking Ballista and we can remove a +1 +1 counter and deal one point of damage to anything. Deathbringer Thoctar loves Doubling Season. Imagine this scenario: Goblin Bombardment, Doubling Season, Deathbringer Thoctar and a swarm of tokens. Sacrifice a token creature to Goblin Bombardment to do a point of damage to any target. Put two +1 +1 counters on Deathbringer Thoctar. Remove those two +1 +1 counters from Deathbringer Thoctar and do two points of damage to any target or a point of damage to two different targets. Each sacrificed creature token acts as a Lightning Bolt. Deathbringer Thoctar's name is for real! UPDATE Deathbringer Thoctar has been replaced by The Meathook Masscre (see UP & UP REVISIONS #1 for more details).

The Meathook Massacre: See UP & UP REVISIONS #1 for more details.

Comet Storm: This deck has the capability of delivering elegant, epic and beautifully orchestrated victories by utilizing our token engine, allowing us to choose various avenues to victory. Sometimes, however, we may want to just smack each opponent's face with a direct damage spell so immense in power that after casting it we watch their eyes quickly look at their life totals, check their hands for answers, then down to their battlefield, then back to their hands, frivolously seeking a way to calm the coming storm. They're seeking to try and calm the Comet Storm. We can create big mana in this deck, and with Comet Storm's multikicker ability we can simply end a game through old-fashioned direct damage.

Exsanguinate: What Comet Storm is for red finishers, so is Exsanguinate for black finishers. Where Comet Storm targets, Exsanguinate simply says: "Each opponent loses X life." Bonus: We gain life equal to the life lost this way. Direct damage versus life lost is a slippery slope, as each has its own significance. Damage is through combat or through the effect of a spell or an ability, whereas the loss of life does not cause damage. It's important to acknowledge the differences between damage and loss of life, particularly if your meta-game is rife with Glacial Chasms or other such forms of pillow-fort protection. Exsanguinate dances around Glacial Chasm, but Comet Storm stands and watches.

Mirror Entity: It is likely that we will have more creatures than our opponents. This is quantity over quality. Thus, it makes sense to take advantage of overwhelming combat numbers, as our General/Commander, Saskia the Unyielding, wants. Thus, Mirror Entity is included in order to pump our army for one lethal swing at our opponent(s). NOTICE: Mirror Entity gives all creatures we control base power and toughness of X/X until end of turn. Without the presence of any creature buffing and in need of some death triggers, we can pay into Mirror Entity and send our army to the graveyard. DISCLOSURE: I have eighty-sixed my army in the past in order to avoid an opponent from Reins of Powering them. The size of our army is attractive, and our opponents may want to "borrow it." Use Mirror Entity to ensure it doesn't happen, or use Mirror Entity to end the game.

Beastmaster Ascension: Here is another combat-laden spell that will assist Saskia the Unyielding. Whenever a creature we control attacks, Beastmaster Ascension gets a quest counter. When Beastmaster Ascension has seven or more quest counters on it, creatures we control get +5 +5. Swinging with at least seven creatures during a combat phase in this deck is not difficult, and Beastmanster Ascension can play the role of finisher the turn it is cast.

Cathars' Crusade: This enchantment from Avacyn Restored is more and more powerful with each creature that enters our battlefield. For , whenever a creature enters the battlefield under our control, put a +1 +1 counter on each creature we control. Bonkers! Let's look at some examples. We cast Increasing Devotion and put five 1/1 white human creature tokens into play. The tokens enter the battlefield simultaneously. As such, they will see each other and Cathars' Crusade all at the same time. This results in each of these creatures getting five +1 +1 counters. By casting Increasing Devotion for we netted 30 total power. If Increasing Devotion was cast for its flashback cost, then we would put into play ten 11/11 human creature tokens. That's a total of 110 power for NINE MANA. Imagine casting Finale of Glory with Cathars' Crusade under our control! UPDATE Cathars' Crusade has been replaced by Debt to the Deathless (see UP & UP REVISIONS #1 for more details).

Craterhoof Behemoth: If we are piloting a deck with swaths of tokens and green mana, then you know it was only a matter of time before we discussed Craterhoof Behemoth. When it enters the battlefield, and if its trigger resolves, Craterhoof Behemoth will give all creatures we control trample and +X +X until end of turn, where X equals the number of creatures we control. A key component to Legacy Elf decks, Craterhoof Behemoth is green's most powerful finisher and has won countless games at EDH/Commander tables everywhere. Saskia the Unyielding approves.

Purphoros, God of the Forge: We will create countless token creatures, so including Purphoros, God of the Forge in the deck was as easy as including Craterhoof Behemoth. With this red God under our control, whenever a creature enters our battlefield Purphoros, God of the Forge deals two damage to each opponent. He is also indestructible and not a creature unless our devotion to red is five or greater. It is unlikely that Purphoros, God of the Forge will ever be a creature. The total devotion to red in this deck is seven stretched across six different permanents (Hammer of Purphoros, Goblin Bombardment, Xenagos, the Reveler, Korvold, Fae-Cursed King, Deathbringer Thoctar and Purphoros, God of the Forge). This creates an added layer of protection for this Theros God because removing an indestructible creature generally is easier than removing an indestructible enchantment. We can also tap to give creatures we control +1 +0 until end of turn. Similar to Craterhoof Behemoth, Purphoros, God of the Forge is a powerful finisher in this deck.

Impact Tremors: This is Purphoros, God of the Forge lite. Well, really lite. For half of the converted mana cost of Purphoros, God of the Forge, Impact Tremors deals half of the damage to each opponent whenever a creature enters the battlefield under our control. In the best circumstances, we can have under our control both Purphoros, God of the Forge and Impact Tremors. If left unchecked, the game will end shortly thereafter through the amount of creature tokens we can create.

Debt to the Deathless: See UP & UP REVISIONS #1 for more details.

Akroma's Will: See UP & UP REVISIONS #1 for more details.

Swords to Plowshares: Pay to exile a creature at instant speed with the drawback of having the creature's controller gain life equal to the exiled creature's power. Best creature removal in the format and a spell that can benefit us if gaining life is needed.

Path to Exile: Pay to exile a creature at instant speed with the drawback of allowing the creature's controller the option to search their library for a basic land card and put it into play tapped. The extra land is not optimal, but sometimes the controller nets no land at all if their library is sans basic lands. Second-best creature removal in the format and a spell that can benefit us if a basic land is needed.

Anguished Unmaking: Stepping away from creature-specific removal, Anguished Unmaking allows us to exile any nonland permanent for the cost of and three life. This spell's versatility is uber-attractive in a format that can have powerful creatures, artifacts, enchantments and planeswalkers in any one game.

Beast Within: Beast Within's versatility is coveted, as it can destroy any permanent. The controller of the destroyed permanent gets a 3/3 green beast creature token, but as you know that exchange is almost always favorable, a la Swords to Plowshares and Path to Exile.

Krosan Grip: Split second. The bane of combo players and blue mages trying to control a game through permission. Granted, the spell can only destroy an artifact or an enchantment, but how many problematic and oppressive artifacts and/or enchantments are abundant in the EDH/Commander format? I'll wait while you compile a list. It could take a while. Okay, that's long enough. UPDATE Krosan Grip has been replaced by Pest Infestation (see UP & UP REVISIONS #1 for more details).

Crackling Doom: A three-colored () instant-speed spell that deals two damage to each opponent and makes them sacrifice a creature with the greatest power among creatures they control is not always optimal. Sometimes the biggest creature is not the most problematic. Do you know which creatures are almost ALWAYS the most problematic? Voltron creatures. Aura- and equipment-laden Voltron creatures. Indestructible, hexproof and/or shrouded Voltron creatures. Yes, we run Grave Pact in the deck, but I prefer an additional option. Crackling Doom is included in this deck in order to manage Voltron Generals/Commanders. Just not Sigarda, Host of Herons. She doesn't want to play ball with us. UPDATE Crackling Doom has been replaced by Assassin's Trophy (see UP & UP REVISIONS #1 for more details).

Utter End: For an additional and without losing any life, Utter End provides an additional Anguished Unmaking. With a format so entrenched in recursion, exiling a problematic permanent is preferable to sending it to the graveyard while we await its potential recursion. UPDATE Utter End has been replaced by By Invitation Only (see UP & UP REVISIONS #1 for more details).

Merciless Eviction: This is our mass removal spell. For we can exile all creatures, artifacts, enchantments or planeswalkers. Choose wisely, as we prominently use each type in our deck. Okay, well, we have only three planeswalkers, but they're SO good in our deck! UPDATE Merciless Eviction has been replaced by Farewell (see UP & UP REVISIONS #1 for more details).

Generous Gift: See UP & UP REVISIONS #1 for more details.

Assassin's Trophy: See UP & UP REVISIONS #1 for more details.

By Invitation Only: See UP & UP REVISIONS #1 for more details.

Farewell: See UP & UP REVISIONS #1 for more details.

Pest Infestation: See UP & UP REVISIONS #1 for more details.

Sol Ring: Best artifact in the format. for is an amazing return. No drawbacks. No limitations. No restrictions. No artifact in Magic: The Gathering's history can do what Sol Ring does.

Arcane Signet: This is the Command Tower of artifacts. Arcane Signet gives us one color of any mana that's in our Commander's color identity (). Color-fixing!

Fellwar Stone: Under the most favorable circumstances, Fellwar Stone will act as Arcane Signet #2. Under the worst case scenario, Fellwar Stone will provide us with nothing. The most likely scenario is somewhere in between. Fellwar Stone is a great color-producing mana rock that only costs to cast without any further drawbacks, aside from needing our opponents to have our preferred colors. Fellwar Stone and Arcane Signet are the only two artifacts in Magic: The Gathering's history that cost to cast and can tap for one colored mana (reasonably assuming that Fellwar Stone can). At the time of this deck list's upload, Fellwar Stone has been printed nine times and, as an uncommon, costs $4.99 as per TCGPlayer.com mid. NINE TIMES!

Growing Rites of Itlimoc  : So Gaea's Cradle is on the Reserved List? "Okay. Well, let's create a version of Gaea's Cradle that's better than Gaea's Cradle." I'd like to think that this was the thought process of Wizards when creating this card. There's a transformation hoop we must jump through, but that's not a problem for our deck. DISCLOSURE: I am NOT stating that Growing Rites of Itlimoc   is a better card than Gaea's Cradle. I AM stating that Itlimoc, Cradle of the Sun is a better version of Gaea's Cradle. For starters, don't think for a moment that "Cradle" wasn't purposely chosen for this card's name as a callback to Gaea's Cradle. Let's check out Growing Rites of Itlimoc  :

"When Growing Rites of Itlimoc enters the battlefield, we look at the top four cards of our library. We may reveal a creature card from among them and put it into our hand. Put the rest on the bottom of your library in any order."

It's possible that we will hit a creature, as our creature percentage is around 25% in the deck. It's also possible that this digging tool whiffs, and that's okay. It's Growing Rites of Itlimoc  's second text box that is most important:

"At the beginning of our end step, if we control four or more creatures, transform Growing Rites of Itlimoc."

We're going to control four or more creatures. That condition will be achieved easily. With this inevitably in mind, we should reframe Growing Rites of Itlimoc  's text:

"When Growing Rites of Itlimoc enters the battlefield, we look at the top four cards of our library. We may reveal a creature card from among them and put it into our hand. Put the rest on the bottom of our library in any order. At the beginning of our end step, transform Growing Rites of Itlimoc."

As Gaea's Cradle can tap and add for each creature we control, Itlimoc, Cradle of the Sun does this and more. Having a Gaea's Cradle on the battlefield and not being able to activate it feels bad. It feels really bad. It feels really, really bad. Itlimoc, Cradle of the Sun allows us to tap it for as an option to its overpowered green mana delivery system. Itlimoc, Cradle of the Sun is better than Gaea's Cradle. Hair-splitting and line-bottoming aside, if we can include a third "copy" of Gaea's Cradle (Xenagos, the Reveler, Growing Rites of Itlimoc  ) in a deck dedicated to creating huge throngs of creature tokens, then we do it.

Rune-Scarred Demon: This 6/6 flier acts as a Demonic Tutor. As a bonus it gives us a nice, big, flying body in addition to searching our library for any card and putting it into our hand. UPDATE Rune-Scarred Demon has been replaced by Ashnod's Altar (see UP & UP REVISIONS #1 for more details).

Diabolic Intent: Another version of Demonic Tutor, except this spell costs the same amount of mana () but includes a necessary creature sacrifice. This is not a hardship as we have a plethora of sacrificial creature tokens.

Camaraderie: As we plan to have a massive token army, we can take advantage of a spell like Camaraderie. We draw X cards and gain X life, where X is equal to the number of creatures we control. Additionally, our creatures get +1 +1 until end of turn. Let's not overlook the temporary power/toughness bumps. The majority of creature tokens in this deck are 1/1, so giving them +1 +1 until end of turn doubles their power and creates a more formidable attack. However, let's not make the mistake of placing too much value on this feature. This spell's most attractive components are the card-draw first and the life-gain second. The short-term +1 +1 buffing is a nice tertiary bonus. UPDATE Camarderie has been replaced by Inkshield (see UP & UP REVISIONS #1 for more details).

Idol of Oblivion: See UP & UP REVISIONS #1 for more details.

Plains: Three in the deck. UPDATE 2 Plains have been replaced by a Snow-Covered Plains and Verdant Catacombs (see UP & UP REVISIONS #1 for more details).

Swamp: Three in the deck. UPDATE 2 Swamps have been replaced by a Snow-Covered Swamp and Marsh Flats (see UP & UP REVISIONS #1 for more details).

Mountain: Three in the deck. UPDATE 2 Mountains have been replaced by a Snow-Covered Mountain and Arid Mesa (see UP & UP REVISIONS #1 for more details).

Forest: Three in the deck. UPDATE 2 Forests have been replaced by a Snow-Covered Forest and Bloodstained Mire (see UP & UP REVISIONS #1 for more details).

Full complement of six Shock Lands (Stomping Ground, Godless Shrine, Sacred Foundery, Temple Garden, Blood Crypt, Overgrown Tomb).

Full complement of six Check Lands (Rootbound Crag, Isolated Chapel, Clifftop Retreat, Sunpetal Grove, Dragonskull Summit, Woodland Cemetery).

Cinder Glade, Smoldering Marsh and Canopy Vista also are included. UPDATE Cinder Glade, Smoldering Marsh and Canopy Vista have been replaced by Savai Triome, Indatha Triome and Mana Confluence (see UP & UP REVISIONS #1 for more details).

Gaea's Cradle: This is the second best card in our deck after Doubling Season (more like the 1b to Doubling Season's 1a) and the reason why so many X spells have been included in this deck. With so many creature tokens, Gaea's Cradle can produce an unreal amount of green mana that can be used for Comet Storm, Hooded Hydra, Hangarback Walker, Secure the Wastes, Kessig Wolf Run, March of the Multitudes, Mirror Entity, Exsanguinate and Finale of Glory.

Command Tower: Best land in our format. Tap for one mana of any color in our Commander's color identity. No land in Magic: The Gathering's history can do what Command Tower can do without restrictions, limitations or drawbacks.

Exotic Orchard: Under the most favorable circumstances, Exotic Orchard will act as Commander Tower #2. Under the worst case scenario, Exotic Orchard will provide us nothing. The most likely scenario is somewhere in between.

Prismatic Vista: Color-fixing. In a four-color deck we'll most likely need to fetch some color-fixing. Prismatic Vista allows us to do so. We tap this land, pay one life, sacrifice and search our library for a basic land card and put it onto the battlefield. Prismatic Vista is the 11th fetch land!

Fabled Passage: Color-fixing. As long as we control at least three other lands when we tap and sacrifice Fabled Passage, then the basic land we fetch-out will become untapped. As long as we can dance around the potential of this card being a version of Evolving Wilds or Terramorphic Expanse then its inclusion in the deck is worthwhile.

Reliquary Tower: As the number of colors in a deck increases, the feasibility of including lands that do not produce colored mana decreases. This inverse relationship is not absolute, and space within a mana base can be created for these types of lands. HOWEVER, the benefits must outweigh the risks. Reliquary Tower meets these requirements. No maximum hand size is important. We have the potential to draw A LOT of cards. I like cards in my hand. Outside of recursive themes, I don't like cards in my graveyard. Play Reliquary Tower and keep your cards in your hand by eliminating your maximum hand size.

Kessig Wolf Run: As with the description for Reliquary Tower, Kessig Wolf Run needs to bring the goods for inclusion in a four-color deck, and bring the goods it does. and target creature gets +X +0 and trample until end of turn. Pay close attention to Kessig Wolf Run's text. It says "TARGET CREATURE" and not "target creature you control." With the amount of mana we can generate in this deck, we can Kessig Wolf Run an opponent's creature and unsuspectingly eliminate another opponent by doing so during combat. This is also a great political card. Kessig Wolf Run's inclusion in this deck is justified by its ability to be a finisher.

Gavony Township: We can put a +1 +1 counter on each creature we control with Gavony Township. Not "target creature." EACH creature. At instant speed. Combat tricks galore! With Doubling Season in play, the investment of and tapping this land puts two +1 +1 counters on each creature we control. Again, at instant speed. Gavony Township's place in this deck is warranted due to its ability to slowly enhance our army. Saskia the Unyielding approves.

Westvale Abbey  : (From above). One of the few colorless lands in the deck. In a deck with four colors, the benefits must outweigh the risks of adding a land that produces only colorless mana. With Westvale Valley, the benefits are there. From Shadows Over Innistrad, Westvale Abbey   taps for or we can tap and tap it in order to create a 1/1 white and black human cleric creature token. Meh. So far, this is less impressive than Castle Ardenvale. Oh, that'll change. We also can tap and Westvale Abbey   and sacrifice five creatures in order to transform it into Ormendahl, Profane Prince  , and then we untap it. Wow, five mana and five creatures? This better be good! Well, how does 9/7 with flying, lifelink, indestructible and haste sound? The return on the investment of , a land and five creature tokens (most likely) is very, very reasonable.

Grim Backwoods: (From above). Grim Backwoods taps for , which, by itself, would not grant inclusion in most decks, particularly four-color decks. However, for and tapping Grim Backwoods we can sacrifice a creature in order to draw a card. Certainly not as exciting or splashy as our previous entrants in this category, but it is an effective mana-dump and continues the trend of one creature for one card. UPDATE Grim Backwoods has been replaced by Idol of Oblivion (see UP & UP REVISIONS #1 for more details).

Castle Ardenvale: (From above). This land from Throne of Eldraine enters the battlefield tapped if we don't control a Plains and can add when needed. We also can tap and Castle Ardenvale in order to create a 1/1 white human creature token. This is helpful in a pinch. UPDATE Castle Ardenvale has been replaced by Field of the Dead (see UP & UP REVISIONS #1 for more details).

Snow-Covered Forest: See UP & UP REVISIONS #1 for more details.

Snow-Covered Mountain: See UP & UP REVISIONS #1 for more details.

Snow-Covered Swamp: See UP & UP REVISIONS #1 for more details.

Snow-Covered Plains: See UP & UP REVISIONS #1 for more details.

Bloodstained Mire: See UP & UP REVISIONS #1 for more details.

Arid Mesa: See UP & UP REVISIONS #1 for more details.

Marsh Flats: See UP & UP REVISIONS #1 for more details.

Verdant Catacombs: See UP & UP REVISIONS #1 for more details.

Savai Triome: See UP & UP REVISIONS #1 for more details.

Indatha Triome: See UP & UP REVISIONS #1 for more details.

Mana Confluence: See UP & UP REVISIONS #1 for more details.

Field of the Dead: See UP & UP REVISIONS #1 for more details.

Making another appearance on the UP & UP Series, MTG Burgeoning UPdates & UPgrades this Saskia the Unyielding creature tokens matter EDH deck:

Making another appearance on the UP & UP Series, MTG Burgeoning UPdates & UPgrades this Saskia the Unyielding EDH deck:

Pair o' Dice Lost replaces Idol of Oblivion.

Starlight Spectacular replaces Garruk, Cursed Huntsman.

Defenders of Humanity replaces Fresh Meat.

FINALLY! With the following deck tech of this Saskia the Unyielding build, it gains entrance into the Burgeoning Commander Catalog! This deck tech video also becomes the starting point for a Saskia the Unyielding EDH deck video primer series.

In the following YouTube video, MTG Burgeoning UPdates & UPgrades this Saskia the Unyielding EDH deck:

Into the 99:

Forth Eorlingas!

Mirkwood Bats

Extus, Oriq Overlord  

Mondrak, Glory Dominus

Out of the 99:

Pest Infestation

Debt to the Deathless

Cabaretti Charm

Primal Vigor

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93% Casual

Competitive