Sakura-Tribe Scout

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sakura-Tribe Scout

Creature — Snake Shaman Scout

Tap: You may put a land card from your hand into play.

DreadKhan on

6 months ago

Maybe Manamorphose x2 as a way to turn 1G or GG into BB for your Hexmage? Maybe Sakura-Tribe Scout? I feel like hitting land #3 early is pretty key here, and just generating ramp could let you use something like the aforementioned Sowing Mycospawn that capwner brought up (or tutoring up a Thespian Stage and activating it the same turn).

When I test this vs Pox (and Discard with lots of Edicts) decks it feels like you'd benefit from Life from the Loam, maybe the sideboard could house a few? The issue is that decks that run +10 Edict effects can easily deal with a single big creature (and they don't target), I will say Duress would help vs such effects, but Life from the Loam can get back Dark Depths and whatever else is relevant in your GY, and if Loam is in your Graveyard you can use it's Dredge ability to try to dig for a combo piece.

Cool list!

hybridv21 on 4 Colour Creation Attempt

7 months ago

I'm assuming Omnath, Locus of Creation is the commander. clearly needs for more lands, I'm assuming the missing cards will be basic lands.

maybe consider a Sakura-Tribe Scout and some more card draw so cards like her can repeatedly put cards from hand onto the field.

other than that its pretty good!

king-saproling on The Progenitus Project.

7 months ago

I really dig your intention to focus on Progenitus as the win-con. Personally I would swap out some of the "goodstuff" and tune the list more toward getting Prog out early. If you play a dork T1, a 3-cmc rock that can generate 2 mana on later turns e.g. Coalition Relic/Component Pouch/the "__ of Ramos" rocks on T2, and follow those up with a couple more ramp pieces that create 2+ mana, you can consistently get Prog out on turn 5. Then T6 could be dedicated to giving him double strike/double power and +1 to his power so you can start taking out opponents. You also wouldn't need removal with a strategy like this since you can just remove the player that controls the worst threats.

Personally I would make these swaps:

Pyrohemia -> Utopia Sprawl (you'd ideally run fetch lands so that this will always have a target, e.g. Marsh Flats into Temple Garden)
Squall line -> Deathrite Shaman (also wants fetches to be effective)
Greenseeker -> Avacyn's Pilgrim
Vraska, Relic Seeker -> Elves of Deep Shadow
Sylvan Ranger -> Sakura-Tribe Scout
Curse of the Swine -> Skyshroud Ranger
Hull Breach -> Hunting Wilds (can find nonbasic forests like Stomping Ground)
Magus of the Mirror -> Skyshroud Claim
Pongify -> Dawn's Reflection
Rapid Hybridization -> Berserkers' Onslaught
Chaos Warp -> Firemind Vessel
Generous Gift -> Relic of Sauron
Path to Exile -> Prismatic Geoscope
Blasphemous Edict -> Timeless Lotus

DreadKhan on The Mimeospasm [Reanimator Terminator] - primer

11 months ago

Yeah, Dreadnought is one of those cards I was sure you'd already know about, but it seems really convenient with your Commander.

I think Triskelion is a better card with your Commander than Walking Ballista, but both can go infinite with Mikaeus iirc, but you'll need an extra piece with Walking Ballista because Mikaeus makes it a 1/1 base creature, so it won't die because it has no counters, Triskelion can ping itself and still have a ping for something else, meaning you can combo off easier with it, so I'd go with that.

I'm a bit surprised that Necrogoyf would be smaller than Tarmogoyf, especially if you've got Mill in your deck, it looks in every bin for creatures, surely there are 2 or 3 in each opponents' bin? If you've got 3 opponents with 2 creatures a piece (which doesn't seem like a big ask by mid game, but I don't know your playgroup the way you do!), that's 6 creatures before counting your own, and you've probably been filling it as well. I think I misread the Urborg one, it only looks at your graveyard, so you're definitely correct about that one!

It's not EXACTLY 'Fast Mana', but Songs of the Damned can generate a bunch of mana if you have a full graveyard, it's the kind of card you use with Razaketh, the Foulblooded I figure.

Keep in mind that there is a difference between playing a land with Explore or using Burgeoning, Burgeoning won't let you use Crucible unfortunately, but has a very high ceiling potentially. I use Burgeoning in my Sisay, Weatherlight Captain deck because that deck would love to have a hand with 6 lands and Burgeoning, but it's less keen on Explore and similar effects. You could try a Sakura-Tribe Scoutfoil, it's potentially better ramp than Birds of Paradise, you just have to run enough lands to justify it (I think 37 is fine), it's also a cheaper card to test out I suspect. Oh, with a card like Razaketh you can easily chain together a win if you've got lands, I do that in Meren with Life / Death which turns all my lands into creatures so I have plenty of fodder for Razaketh, I usually chain a few untap effects (I just recycle Benefactor's Draught a couple times to generate enough mana to win), Razaketh is a great card if you've got access to LED (even Lotus Petal can do work, and if you can tutor up Lotus Petal with Razaketh you can always dig out Mox Amber fwiw). I think if you wanted you could switch out Runescarred Demon for Razaketh (or just pretend Runescarred is Razaketh to test haha), both are tutors that cost a lot of mana, Razaketh is a much better body and a much better tutor IMHO.

If you want Haste on your Commander I think I'd use Hall of the Bandit Lord, it's not a spectacular card but it will give you access to Haste, I've been fairly happy with it in a competitive list that cared about Haste on the Commander, it's a terrible land but Haste is REALLY good sometimes.

king-saproling on Sultai Landfall

1 year ago

Looks like a solid list so far. Personally I would make these swaps:

Muldrotha, the Gravetide -> Kodama of the East Tree
Notion Thief -> Stone-Seeder Hierophant
Ramunap Excavator -> Awaken the Woods
Courser of Kruphix -> Tireless Provisioner
Doubling Season -> Spark Double
Roil Elemental -> Quantum Misalignment
Parallel Lives -> Irenicus's Vile Duplication
Crucible of Worlds -> Sakura-Tribe Scout
Harrow -> Elvish Rejuvenator
Roiling Regrowth -> Sporocyst
Cultivate -> Farhaven Elf
1x Island -> Field of the Dead
Meloku the Clouded Mirror -> Animist's Awakening
Trade Routes -> Genesis Wave
Life from the Loam -> Nissa, Resurgent Animist
Zuran Orb -> Squandered Resources

DreadKhan on Power Level ratings tool!

2 years ago

I checked out the data for my Zur deck, and I was pleasantly surprised to see that it had a combo listed that I didn't actually know was in there, and it seems like a decent one. On the other hand, the deck is a Stax deck so some of it's 'win cons' don't technically win, they are just incredibly hard/impossible to deal with. it's not a fast deck for a cEDH deck, but I don't think Esper is meant to race to finish first.

I looked at Pavel, I think that deck could be rated a bit higher but I freely admit it's a surprise that the deck works as well/consistently as it does. It suffers from database issues, in part because it runs extremely old/weird cards here and there, and these aren't used often enough for people to recognize how playable they are. I will say it correctly discerned that Pavel isn't running tutors or combos, but it does lowball it's interaction a bit, depending on how you classify things as interaction (it has lots of repeatable removal). I think your database is wildly under valueing wipes in a deck that runs a relatively low creature count. Also, I find it uniquely hilarious that Thirst Dwarf has a low salt score, repeatable land destruction is usually pretty annoying.

I just put in my Tatyova deck and I noticed something reasonably significant, it doesn't count stuff like Sakura-Tribe Scout as ramp, it's also not counting my Cultivates so idk, it only counts my literal lands that ramp me when I checked. The database again seems to be quite unfamiliar with some of my win cons, as it only lists my Extra Turns stuff as 'win con' level combos, when the deck rarely wins via that.

Cool idea, but it seems to suffer from a limited data pool in some ways, or I build really weird decks (since I prioritize uniqueness I think I like weird decks).

Logics on Fear of The Deep

2 years ago

From a fellow landfall player, I would definitely play more than 40 lands. Sakura-Tribe Scout is almost assuredly on your radar, but being almost 2 dollars I could see how you'd skip it for a budget list. I think it's definitely worth it though. Brokers Hideout is another fetchland for the deck with you having the option to play the whole cycle if you really want for double landfall triggers. Ghost Quarter is also great for dealing with opponent's powerful lands, but can also be an extra landfall trigger in a pinch.

Also, Meloku the Clouded Mirror (and an untaped land) or Simic Growth Chamber + Retreat to Coralhelm + a creature that taps to put a land in + your commander let's you draw your entire deck, which can help you win out of nowhere if you didn't notice that on deck building. Anyway, hope some of this helps!

keizerbuns on Gate Fall

2 years ago

Neat deck, Landfall and Gates seem to go hand in hand very well! I can't think of that many great landfall or gate cards that you don't already have in here, but there are still a few that come to mind that might be worth looking into.

Dryad of the Ilysian Grove is an amazing mana fixer/mana ramper and I feel like it would be a perfect fit in this deck. Likewise, Chromatic Lantern is a great mana fixer too, but it doesn't offer any more than that so it might not be that great, but I think it's still worth considering.

Sakura-Tribe Scout is another great 1-drop mana-ramper that you could add in alongside Burgeoning and Exploration for additional early-game ramp.

A personal favorite landfall card of mine is Valakut Exploration. With all of the additional land drops you're getting per turn, Valakut can pop off hard and let you dig deep into your deck each turn.

Last, if you decide to add either Dryad of the Ilysian Grove or Chromatic Lantern, then you could also add Valakut, the Molten Pinnacle as an additional win-con for your deck.

Hopefully this was helpful!

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