I've been working on a Tasigur, the Golden Fang deck since he was spoiled. Partially because I told myself if I "called it" in terms of what Tasigur, the Golden Fang would be like as a card I would run him as my general.
However this iteration of Tasigur is different compared to others. How? Its a group hug deck. Although it can be a king maker, that is not to say it doesn't have a mean of winning. Yet I wanted to keep it in theme so a "kill you with kindness" for a few win conditions. It can attempt a victory with creature damage with what is in the deck, although it will be a tad slow.
Silumgar and Soulflayer seem out of place. Torrent Elemental to a lesser extent, as it has a sick combat trigger. Silumgar really wants to play with other dragons and it does not seem like you have enough dudes to take advantage of Soulflayer. For a deck that is trying to be a group hug deck of sorts, you have picked some very weak threats, Blightsteel Colossus and Ulamog, the Infinite Gyre have served me very well in my deck of a similar fashion.
For being in green you are running next to no ramp spells. Never underestimate how strong Explosive Vegetation can be.
You do not have a ton of ways to protect yourself. The promise of cards is never enough to dissuade all of your opponents from attack you. I run a Selvala, Explorer Returned deck and there is always at least one guy who is glad to both take the cards and then just attack me anyway. Wrath spells are super useful in that regard. Black Sun's Zenith, Life's Finale, and Crux of Fate are useful spells to help keep the creature count down.
Big Threats
I will add a Darksteel Colossus and remove a Soulflayer. I don't want to draw too much ire at the table and best way to draw ire from three to four other people is a 11/11 indestructible trampler with infect that can 1-Hit-KO someone. Silumgar I will keep for a few reasons.
I get not wanting to get everyone angry at you, which is why you wait til the time is right to play Blightsteel. Sometimes it is as soon as possible, sometimes it is fifteen turns after you draw it, when you have counterspell back up and your opponents are light on cards.
Going back over your lands I noticed you are not running Mystifying Maze. Maze is a great, low dollar cost way of keeping your life total high without killing your opponents' creatures. Hell, I have even used it get on someone's good side by mazing one of their guys with an enter the battlefield ability.
If you do not mind lands that do not produce mana Maze of Ith is also cool.
Blargh! I can't find my Mystifying Maze. I swear I saw it the other day. If I can't find it I will simply go to my LGS and pick up a copy as like you said they are really cheap. Yes I am keeping manabase cheap. (Expensive mana bases are a pet peeve of mine)
However this iteration of Tasigur is different compared to others. How? Its a group hug deck. Although it can be a king maker, that is not to say it doesn't have a mean of winning. Yet I wanted to keep it in theme so a "kill you with kindness" for a few win conditions. It can attempt a victory with creature damage with what is in the deck, although it will be a tad slow.
Win Conditions
I actually pictured how Tasigur would be treating the other commanders. Something along the lines of ...
Tasigur: "Shall we have a night on the plane gentlemen? Do not worry about the expenses, it is on me. So enjoy yourselves to your heart's content."
06 Tasigur, the Golden Fang
Creatures (12)
01 Veteran Explorer
02 Eternal Witness
02 Kami of the Crescent Moon
03 Indentured Djinn
03 Predator Ooze
03 Trygon Predator
04 Braids, Conjurer Adept
04 Duskmantle Seer
04 Junktroller
04 King Macar, the Gold-Cursed
05 Torrent Elemental
06 Silumgar, the Drifting Death
Artifacts (12)
01 Sensei's Divining Top
01 Sol Ring
02 Reito Lantern
03 Chromatic Lantern
03 Darksteel Ingot
03 Ensnaring Bridge
03 Heartstone
03 Horn of Greed
03 Sultai Banner
03 Temple Bell
04 Bubble Matrix
04 Otherworld Atlas
Enchantments (16)
01 Exploration
01 Training Grounds
02 Ground Seal
02 Oath of Ghouls
02 Prismatic Omen
03 Heartbeat of Spring
03 Propaganda
03 Rites of Flourishing
03 Sultai Ascendancy
03 War Tax
03 Well-Laid Plans
04 Oath of Scholars
05 Dictate of Karametra
06 Hive Mind
06 Mind over Matter
06 Well of Ideas
07 Damia, Sage of Stone
10 Eternal Dominion
11 Darksteel Colossus
Counterspells (5)
00 Pact of Negation
02 Delay
02 Memory Lapse
02 Remand
03 Spell Crumple
Remaining Spells (13)
00 Ancestral Vision
00 Slaughter Pact
00 Summoner's Pact
01 Collective Voyage
01 Crop Rotation
01 Mystic Speculation
02 Cyclonic Rift
02 Mana Severance
02 Taigam's Scheming
03 Sultai Charm
03 Villainous Wealth
04 Selective Memory
05 Time Warp
06 Life's Finale
Planeswalkers (02)
03 Ashiok, Nightmare Weaver
03 Jace Beleren
Lands (36)
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 City of Brass
1 Command Tower
1 Dismal Backwater
1 Evolving Wilds
1 Jungle Hollow
1 Mikokoro, Center of the Sea
1 Myriad Landscape
1 Opulent Palace
1 Reliquary Tower
1 Rogue's Passage
1 Thornwood Falls
7 Forest
9 Island
7 Swamp
Constrictive criticism and comments would be very much appreciated and welcomed.
For being in green you are running next to no ramp spells. Never underestimate how strong Explosive Vegetation can be.
You do not have a ton of ways to protect yourself. The promise of cards is never enough to dissuade all of your opponents from attack you. I run a Selvala, Explorer Returned deck and there is always at least one guy who is glad to both take the cards and then just attack me anyway. Wrath spells are super useful in that regard. Black Sun's Zenith, Life's Finale, and Crux of Fate are useful spells to help keep the creature count down.
I will add a Darksteel Colossus and remove a Soulflayer. I don't want to draw too much ire at the table and best way to draw ire from three to four other people is a 11/11 indestructible trampler with infect that can 1-Hit-KO someone. Silumgar I will keep for a few reasons.
Ramp
I will add a Collective Voyage and be removing a Truth or Tale. To keep within theme. Not necessarily ramp but the deck does Heartbeat of Spring, Dictate of Karametra, Veteran Explorer and Rites of Flourishing
Wrath
I will get back to you on this one as I decide what to take out to replace with boardwipe.
+1 Life's Finale
-1 Hinder
+1 Delay
I am experimenting with taking out FoF in place of a Wrath. I swapped Hinder for Delay in order to be a counterspell-light alternative.
If you do not mind lands that do not produce mana Maze of Ith is also cool.
(Expensive mana bases are a pet peeve of mine)