Sakura-Tribe Scout

Sakura-Tribe Scout

Creature — Snake Shaman Scout

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

Browse Alters View at Gatherer

Trade

Have (0)
Want (1) Jrtobbe94

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Saviors of Kamigawa (SOK) Common

Combos Browse all

Legality

Format Legality
Casual Legal
Unformat Legal
Magic Duels Legal
Block Constructed Legal
Pauper EDH Legal
Legacy Legal
Canadian Highlander Legal
2019-10-04 Legal
Modern Legal
Commander / EDH Legal
Pauper Legal
Noble Legal
Tiny Leaders Legal
Highlander Legal
Duel Commander Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Vintage Legal

Sakura-Tribe Scout occurrence in decks from the last year

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.01%

Green: 0.15%

Sakura-Tribe Scout Discussion

abbatromebone on Temur midrange ramp

3 days ago
  • Sakura-Tribe Scout probably isnt amazing her based on your land count.
  • Soul's Fire seems like a win more card that we dont need. Plasm Capture is kinda hard to cast and its hard to have 4 open mana all the time consider cutting it. Growth Spiral we arent running a lot of lands, we have been utilizing creature ramp as a way to get up there. Porbably better cards.
  • Chord of Calling is amazing its also getting a reprint so the price might drop.
  • Broken Bond and Consign to Dust are ok. Theres better removal they are more spendy. If your running into artifacts or enchantments its not the worst card.
  • You have 3 blue mana sources so we either need to cut blue out completely or re think your mana base. There is also like 3 or 4 red cards in the deck in total so the same sort of logic applies.
  • The arbor elf utpoia sprawl combo is pretty good, but if you go that route your gonna want 4x of each just to make sure you hit it.
  • IF we go mono green we lose two colors, but gain the perfect mana base which helps with consistency. After we make decisions on what colors we are in then we can short out the mana base, and fine tune parts of the deck within the budget.

Xica on Deck Help with Temur ramp ...

3 days ago

As a baseline, ramp decks - especially ones using mana dorks - are extremely vulnerable. They are hated out to an extreme by the "bolt the bird line", on top of loosing to "drwaing wrong half of the deck" even without aid from the opponent.

Frankly you MUST have some justification, that makes that vulnerability be worth it.

To give you an example elves can get away with this due to winning on t3, t4 through 1 creature getting killed.
Ponza can live with the problem as it locking out the opponent from his mana on t2 or latest at t3 makes itbstill worth the sacrifice.

Frankly your list has an uncanny resemblance to the card ponza played in its early days - if you gut the deck by removing all its interactions with lands.
Since then ponza added card selection (in Seasoned Pyromancer), and got some leaner threats to have better chances at casting said threat just in case they cannot ramp.




On top of all these issues, this decks runs "it doesnt do anything" cards.
Electrodominance does exactly NOTHING without suspend cards like Crashing Footfalls, Ancestral Vision, Restore Balance and the like.
Budoka Gardener  Flip is an extreme overpriced Sakura-Tribe Scout for all intents and purposes. Without a metric ton off effects that put lands in to plyy it never flips - i mean numbers like seen in mono green belcher decks.




Then add blue as a 3rd color to allow you to run counterspells in a deck that plans to spend all of its mana on its own turn, thus wont have mana to counter stuff.
Which is why counterspell decks run cards that have extreme low mana cost (have mana after casting it), like Delver of Secrets  Flip, cards with flash so they don't have to commit mana on their own turn to play threats, for example Restoration Angel, or cards that untap lands used to cast them, like Teferi, Hero of Dominaria or Wilderness Reclamation.

And Arcum's Astrolabe is BANNED.
Blood Moon is back, playing 3 colors with a grand total of TWO basic lands is just asking for trouble, attempt at your own peril.





P.s.: Sorry if i sounded harsh, modern is a high power format, with low tolerance for "messing around".

RG Ponza aka. RG midrange is a deck thats very succesful.
RUG delver/monkey grow is a good respectable temur deck running counterspells.

Its possible to have deck that you describe in your deck description, but not by randomly piling together cards.
You MUST consider how your card interact with each other and plan your deck around it to have ANY chance

And you must have a plan to deal with other decks that can be as opressively interactive as 8-rack, or as fast as infect, that will win on turn 2 if you leave it to its own devices.

heinrichdk on Temur midrange ramp

5 days ago

I like the idea it reminds but me of my EDH Temur deck in the sense that its mostly one offs you lose consistency.

I have tried ramp/burn deck (Naya) before in Modern and the problem i had with it that i would draw part ramp part burn and be left with two incomplete strategies. my advice would be lean more into the blue side with your instants get counter spell to stop the opponent from winning Mana Leak Remand if you can Cryptic Command you need to draw the game out and buy time for your ramp. As for the ramp cards in the deck its plainly bad the idea of ramp is to get to ahead of the curve any one can cast a 6 drop at turn 6 but you need to be able to cast it at turn 4 or even 3 modern have a bunch of really good ramp Elvish Mystic Llanowar Elves Birds of Paradise and my favorite Arbor Elf + Utopia Sprawl or if creature ramp is not what you are looking for playing more than one land a turn Sakura-Tribe Elder Sakura-Tribe Scout Farseek and then one that people miss because the only use the +1/+1 reach and 3 damage option Atarka's Command early game it can help you ramp late game it can give you the last bit of damage you need. Bounce lands are bad in modern if you are not using Amulet of Vigor or you can play more than one land a turn

Savage Knuckleblade is really underrated in my opinion you are playing the right colors and its a good way to keep you opponent at bay combine it with other 3/4 drops to use as blockers

As for the big finishers it is up to you how you want to end it but get something to fetch the finisher when its time like Chord of Calling its an instant so you can do it on your opponents end step if you need to tap down you creatures or you can use it to get a 4 drop

seshiro_of_the_orochi on Quest for weirdness

1 week ago

How about this: A deck around Guild Summit that abuses Meloku the Clouded Mirror and the combo of Sakura-Tribe Scout, Retreat to Coralhelm and some bouncelands.


I want to see Angler Turtle being abused in commander.

dichia on How to ramp fast

1 month ago

GoblinElectromancer, I was using Rampant Growth but I changed it for Explore cause it was slow and cause the latter has a better synergy with Gatecreeper Vine. The elves, birds, prism, hierarch give me more mana, but I need more lands. Sakura-Tribe Elder,Sakura-Tribe Scout, Azusa, Lost but Seeking and Arboreal Grazer are good and I already considered them. The problem is that I would need more cards that put lands in my hand. That would be a lot of slots and I don't really know what cards to remove to make space.

EdgeyAce on Yarok, the Desecrated( the good good )

2 months ago

also, the bounce lands are before Yarok, the Desecrated comes out and for landfall abilities that's why Sakura-Tribe Scout and Llanowar Scout are in the deck but you can switch them out for preference

Load more