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So again I have to ask: What cards do I cut? This isn't a question that can just be dismissed off-hand. If I could fathom a way of playing Battle of Wits, for example, I would. But the deckbuilding rules of Commander don't allow that. Ignoring that (perhaps hypocritically), let me address the rest of your post:
On Animist's Awakening (again): I like having "one big turn" with Sasaya, because otherwise she's doing next to nothing. Awakening is a good ramp spell, and you're right, it's especially good in Sasaya, but why ramp more when your opponents could just be dead? I've tried the card and it didn't work out. This same reason applies to Lifecrafter's Bestiary, not to mention that adding this card would require an overhaul of the entire deck.
But speaking of variations in style, commenting "I'm not sure of you're [sic] Stratagy [sic]" is kind of... insulting, I guess? Like, there's this block of text just below the deck that outlines exactly how I play this variation of Sasaya. The fact that you apparently hadn't read any of it kind of ruins any other suggestions you might have made.
May 25, 2018 10:31 p.m.
I understand why you would think those cards would be good, but I haven't found any of them to be in practice. Let's go down the list:
- Animist's Awakening: The big problem with this card is that it's a sorcery. To be more specific to my point, it's not a creature. In a deck consisting of land search effects and creature tutors, this is a big problem, as the cards that can find it (Planar Portal and Ring of Three Wishes) would much rather find Genesis Wave instead. I used to have Collective Voyage in this deck filling a similar role, but cut it for all these reasons and I'm not convinced Animist's Awakening is significantly better.
- Summer Bloom: As an Amulet Titan player, I have a soft spot for this card, but for the same reasons as Animist's Awakening, it just doesn't belong in the deck. Azusa, Lost but Seeking, Wayward Swordtooth, and Oracle of Mul Daya are creatures (see above), so they get to keep their slot, and Journey of Discovery is versatile enough to keep its slot, and Summer Bloom is just left in this weird in-between where it can't compare to any of these cards despite it's similar effect.
- Lifecrafter's Bestiary: I could maybe get behind this one if more than fifteen percent of this deck was creatures. As it stands, it barely does anything (Rowen would be better and I'm not yet sure if I want that) and the times that it does do something, that something is middling.
To round it all off, your suggestions would take the maindeck to 102 cards, which of course is more than the Commander/EDH-required 99 plus a Commander/General. Do you have any suggestions for cuts, or are you just sounding off cards that you think might be okay?
May 16, 2018 3:33 a.m.
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