Creature — Insect
(Green): Unyaro Bees gets +1/+1 until end of turn.
(3)(Green), Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player.
Printings View all
|Time Spiral (TSP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Unyaro Bees Discussion
1 month ago
If you need it to kill a Goblin Guide, the only ones I can find are Hail Storm and Unyaro Bees. There's also artifact-based removal, like Walking Ballista, Blazing Torch, Moonglove Extract, Dynavolt Tower (if you have other sources of energy), Sword of Fire and Ice.
Your best bet is to splash another color for your removal.
3 months ago
I'm not sure what you are referencing, so I am just going to evaluate this from the Magic perspective.
Ability one and ability two have the same problem--they don't fit in Green's slice of the colour pie (they're both Red abilities).
Green does not deal combat damage to players or planeswalkers, making the second ability even more problematic than the first.
(As an aside, there are some exceptions-- Bee Sting , Hornet Sting , Thorn Thallid , Unyaro Bee Sting , Unyaro Bees --but these are all older cards and Mark Rosewater has said on multiple occasions those cards are colour pie brakes).
There is nothing technically wrong with the last ability, but, from an application stance, Emblems are thus far only found on Planeswalkers. There's nothing in the rules that would prohibit a creature making an emblem, but it's still a bit of an oddity.
1 year ago
Always nice to find another Sasaya player! This deck is a hard nut to crack but I think you are on the absolute right track. I will try to share what works for me. As you surely know the deck plays vastly differently with and without a fliped Sasaya, so I will give you my thoughts for each part, as well as a few general things I found useful.
Pre-flip: This is the part where every mana spent counts. Spells you want to cast here should be as cheap as possible and make flipping easier. It seems kinda obvious but: to have 7 lands in hand, you have to have at least 7 cards in hand! Keeping your card count high while playing spells and lands is key for a fast flip. Continuous card draw like Howling Mine works great for this, top deck manipulation with Sensei's Divining Top is also nice. Spells like Gatecreeper Vine are essentially a land in your hand while providing a blocker too. Ramunap Excavator and Crucible of Worlds let you play fetch lands or cycle lands from your graveyard keeping your stock in hand high. For that same reason Cultivate , Kodama's Reach , Peregrination and Khalni Gem are the best ramp spells you can get. Renegade Map , Traveler's Amulet and Wanderer's Twig push you over the threshold right before the turn you need it. Yes, they erode your hand size at first but that's right when Gaea's Bounty and the likes come in.
Post-flip: Great, you got 7 lands in hand and can flip! But what else? City of Solitude would be another Dosan to protect you, but the real problem is finding a payoff card in a deck that is almost 70% setup. As you already play the Portal and the Ring, I guess you'll like Skyship Weatherlight too. You'll run out of life before you run out of mana with Book of Rass . Personally I prefer cards I can play pre-flip and can activate post-flip. Domesticated Hydra or Unyaro Bees look stupid when you play them, but finish off the most dangerous opponent quickly. Temur Sabertooth can be used in too many ways to count. Polukranos, World Eater is a boardwipe (together with Khamal, a landwipe too) and finishes off whoever can't play a blocker fast enough. Realm Seekers are huge or can get a new set of lands, in case someone removes Sasaya.
My personal favorite: Oath of Druids ! You wouldn't think it works, but it simply does. It is a fast way to find Life, hitting a payoff creature means you don't have to cast it and the overall confusion when something big jumps out of another deck is a great distraction. Everytime I play it, the game is a blast!
General thoughts: A few things, that come to mind, because they work for me. Please see this as constructive critique you can ignore too, if you think your deck works for you. Because every extra land drop lowers your card count I really don't like additional land drops. While they are great for ramping pre-flip, they postpone the flip and become almost negligible post-flip. Essentially they are rituals and I only consider Summer Bloom worth the slot. I see you don't play any utility lands, but I think Glacial Chasm is just too good to pass up. While we're on the topic of utility lands, I really think you should reconsider on playing cards that give no maximum hand size too. To reiterate: you can only reveal 7 lands if you have at least 7 cards in hand. Having the leeway of more cards beside your lands is what makes the effect a must have in my opinion. Library of Leng and Thought Vessel are worth their slots for me, next to the Tower. You not playing this effect creates a spiral: you still have to get up to 7 lands but you can never not consider what to do at your cleanup, suddenly searching for multiple lands becomes worse, then you have less food for spell mastery or delirium. Everything together is costing you at least 1 turn pre-flip. Especially if you chose not to play "no maximum hand size"-cards, but also in general, playing lands from your graveyard is always a good way to preserve your hand size. You state the the wave chain as your best win condition and you are absolutely right, it is the best. Still I don't like the Memorial just for how useless it is pre-flip. Let's be honest if the first Wave hits an E-Wit, you can Wave for the whole deck. What you win the game with in the end doesn't really matter. I like Goblin Canon because it can still work pre-flip in a pinch and still works in the wave.
Too many cards to suggest but I hope there are some cards you want to try out. If you have questions I'll gladly follow up. Cheers!
1 year ago
So what I did with Ezuri is I jammed all the evasive weenies I could assemble into it. Herald of Secret Streams is awesome here. Two more great cards are Marwyn, the Nurturer and Devoted Druid. Ezuri also is a deck that can finish with Unyaro Bees, and doing this is a great thing to do. Some cards I don't play that are very powerful are Lighthouse Chronologist and Bramblewood Paragon.
1 year ago
PonchoLibre Thanks! yea I see the problem with Fertile Thicket. Gotta think about that. As for Unyaro Bees I have to play around with them to see if I like them. They seem pretty decent so thanks for pointing them out!
1 year ago
I have played something similar to this and always hated Fertile Thicket. Personally I was happier playing with more lands in general to help you get up to the big-uns like Hornet Queen and stay relatively on curve. Plus it’s kind of a nonbo with your Beacon of Creation.
Unyaro Bees are fantastic if your opponent can’t deal with them and play well with the mono-greenness.
1 year ago
I don't see anywhere in your description that says this is budget or you're staying away from combo.
So just list them off in categories.
budget Hall of Gemstone to shutdown other decks.
Cream of the Crop some nice top deck manipulation
Prowling Serpopard protect you from losing your creatures to counterspells.
Lupine Prototype cheap Mana bump.
Unyaro Bees don't underestimate a flyer that you can dump all your extra Mana into.
Omnath, Locus of Mana he'll let you store Mana for more explosive turns.
Akroma's Memorial just good also used in combos.
Nykthos, Shrine to NyxMore Mana land.
Greater GoodAllows you to dig through your deck for pieces you need.
Using any of these with your commander and a creature with high Power to create infinite Mana.
Hopefully these help in some way.