Greetings traveler. Let's pretend you like big mana. I mean BIG mana. Dozens of mana by turn 6 kinds of big. And let's say you like off-the-beaten-path commanders. Well, you've clicked on the right thread my friend. Come let me show you a card. Sasaya, Orochi Ascendant.
Ohhhh. Aaahhhh. I know what you're thinking, I have to have 7 LANDS in my HAND to flip a creature with NO PROTECTION?! Are you f#cking kidding me? Remember this though, once you have the 7 lands, lets say someone is silly enough to I dunno, Doom Blade Sasaya in response to her ability, well guess what; you can just activate it again and now Doom Blade fizzles. It's a lovely thing.
Before you check out the list know that this is a TRICKY deck to play. Knowing when to keep lands in hand and not play your land drops comes with time. "Not play my land drops? Whatsamatayou?!" I know, it's considered lunacy to not drop land every turn. But when you can suddenly go from 4 mana to 25 by keeping that fifth land drop in hand well... maybe it's worth it not to drop that forest. Ok. Here's the list.
Let's talk about a few sooooper sweet cards and interactions here.
Nantuko Cultivator: Gases up your hand after your commander has flipped. Yummy. Lost in the Woods: Flavor win and really deters attacks. Works very well with Sylvan Library and Sensei's Divining Top. Storm Cauldron: This card man. It just changes the game entirely. Don't forget you can use it to bounce lands to your hand to reach 7 and flip Sasaya! Genesis Wave: It's Genesis Wave. Flip your whole deck over and use Embodiment of Insight to overrun the hell out of your opponents.
If you like unique deck strats, attacking with hilariously big Deadly Recluse (via Ursapine), hitting everyone at the same time for 30 (Squall Line), or just plain turning your lands into massive creatures (Waker of the Wilds), then sleeve up this bad boy and give it a shot. And hey, if that doesn't work, you could always beat them down with a 2/3 Snake Monk.
I used to run a Sasaya deck. It was super linear and after a while my playgroup no longer fell for the doing nothing for a few turns then ramping out something ridiculous and winning in one combat step. With that being said. Hydra Broodmaster was always the best thing to use all the mana for. [/card]Chord of calling[/card] and other creature to the battlefield tutors in green are good to have.
How is embodiment of insight a wincon? If you genesis wave your whole deck, I feel like you should have lots of ways to win.
I think cards like Ursapine are probably a losing strategy, since they kinda need supporting creatures to be any good, and lack evasion. I'd run stuff like centaur glade and wurmcalling to make a bunch of bodies to go wide, and because they're harder to interact with.
Greetings traveler. Let's pretend you like big mana. I mean BIG mana. Dozens of mana by turn 6 kinds of big. And let's say you like off-the-beaten-path commanders. Well, you've clicked on the right thread my friend. Come let me show you a card. Sasaya, Orochi Ascendant.
Ohhhh. Aaahhhh. I know what you're thinking, I have to have 7 LANDS in my HAND to flip a creature with NO PROTECTION?! Are you f#cking kidding me? Remember this though, once you have the 7 lands, lets say someone is silly enough to I dunno, Doom Blade Sasaya in response to her ability, well guess what; you can just activate it again and now Doom Blade fizzles. It's a lovely thing.
Before you check out the list know that this is a TRICKY deck to play. Knowing when to keep lands in hand and not play your land drops comes with time. "Not play my land drops? Whatsamatayou?!" I know, it's considered lunacy to not drop land every turn. But when you can suddenly go from 4 mana to 25 by keeping that fifth land drop in hand well... maybe it's worth it not to drop that forest. Ok. Here's the list.
1 Sasaya, Orochi Ascendant
Lands (47)
43 Forest
1 Maze of Ith
1 Reliquary Tower
1 Scavenger Grounds
1 Strip Mine
Fill Your Hand With Land (19)
1 Nissa, Vastwood Seer
1 Realm Seekers
1 Krosan Tusker
1 Gatecreeper Vine
1 Nissa's Pilgrimage
1 Abundance
1 Sylvan Ranger
1 Magus of the Library
1 Pilgrim's Eye
1 Rites of Spring
1 Nissa's Triumph
1 Dryad Greenseeker
1 Mulch
1 Rites of Flourishing
1 Seek the Horizon
1 Sprouting Vines
1 Journey of Discovery
1 Sylvan Scrying
1 Armillary Sphere
1 Walking Ballista
1 Genesis Wave
1 Embodiment of Insight
1 Ursapine
1 Wolfbriar Elemental
1 Polukranos, World Eater
1 Gelatinous Genesis
1 Waker of the Wilds
1 Genesis Hydra
1 Squall Line
1 Nylea, God of the Hunt
1 Helix Pinnacle
1 Kamahl, Fist of Krosa
The Usual Suspects + Utility (20)
1 Sol Ring
1 Beast Within
1 Krosan Grip
1 Reclamation Sage
1 Storm Cauldron
1 Lost in the Woods
1 Elvish Mystic
1 Arbor Elf
1 Nantuko Cultivator
1 Lignify
1 Deadly Recluse
1 Tower of Fortunes
1 Runic Armasaur
1 Harmonize
1 Acidic Slime
1 Sylvan Library
1 Sensei's Divining Top
1 Pir's Whim
1 Praetor's Counsel
1 Nissa, Who Shakes the World
Let's talk about a few sooooper sweet cards and interactions here.
Nantuko Cultivator: Gases up your hand after your commander has flipped. Yummy.
Lost in the Woods: Flavor win and really deters attacks. Works very well with Sylvan Library and Sensei's Divining Top.
Storm Cauldron: This card man. It just changes the game entirely. Don't forget you can use it to bounce lands to your hand to reach 7 and flip Sasaya!
Genesis Wave: It's Genesis Wave. Flip your whole deck over and use Embodiment of Insight to overrun the hell out of your opponents.
If you like unique deck strats, attacking with hilariously big Deadly Recluse (via Ursapine), hitting everyone at the same time for 30 (Squall Line), or just plain turning your lands into massive creatures (Waker of the Wilds), then sleeve up this bad boy and give it a shot. And hey, if that doesn't work, you could always beat them down with a 2/3 Snake Monk.
RADAMARO, FIRST TO DESIRER
UKEFNET THE MINDFULU
GSASAYA, OROCHI ASCENDANTG
MODERN
RMONO-RED ELDRAZIR
RADAMARO, FIRST TO DESIRER
UKEFNET THE MINDFULU
GSASAYA, OROCHI ASCENDANTG
MODERN
RMONO-RED ELDRAZIR
I think cards like Ursapine are probably a losing strategy, since they kinda need supporting creatures to be any good, and lack evasion. I'd run stuff like centaur glade and wurmcalling to make a bunch of bodies to go wide, and because they're harder to interact with.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6