So I've never done this before so please forgive me if I don't post this correctly x3
I'm trying to get back into standard, kind of since its made a bit of a come back at my lgs and this is my first attempt at a semi competitive deck for the format in a long time. I love green in magic, by far my favorite color choice for the game and while I typically run it as either mono or with red or white I decided to go in a different direction after seeing the saproling and fungus cards in Dominaria and paried it with black. I honestly don't know what to side board into this deck so I picked some cards that could be useful against certain decks or mechanics, or at least tried to.
So idealy the opening hand has a swamp and a forest or a swamp and either a forest or a woodland cemetary as well as a llanwar elves and a fungal infection to make some early defensive or ramp plays, hopefully elves wont die to shock or something equal annoying that early on, and after that its bascially just drop token producers and burn with bontu and slimefoot combos.
Honestly I'm not great at deck building, and I don't know how well this will do at my lgs since I don't really know the meta at the moment, but I think it will be fun at the very least, and at the very most I'll be able to make a surprising placement.
edit: I adjusted the mana base to 10 forest and 8 swamp to make up the change in the mana base and because ideally the opening hand has 1 forest and 1 swamp or 1 swamp and 1 woodland cemetary, but the majority of the cards in the deck are green and as such I don't want to be mana screwed by drawing nothing but green cards with only black mana and vice versa. I also added duress, and made other adjustments mentioned in later posts.
**edit: +1 swamp, +1 blooming marshes, -1 forest, -1 woodland cemetary, moved 3 haze of pollen to side, +2 blinding fog to main, +1 fungal infection to side, +1 viscious offering to main, +2 deathbloom thallid to main, moved 1 saproling migration to side and +1 saproling migration to side.
So I've never done this before so please forgive me if I don't post this correctly x3
I'm trying to get back into standard, kind of since its made a bit of a come back at my lgs and this is my first attempt at a semi competitive deck for the format in a long time. I love green in magic, by far my favorite color choice for the game and while I typically run it as either mono or with red or white I decided to go in a different direction after seeing the saproling and fungus cards in Dominaria and paried it with black. I honestly don't know what to side board into this deck so I picked some cards that could be useful against certain decks or mechanics, or at least tried to.
So idealy the opening hand has a swamp and a forest or a swamp and either a forest or a woodland cemetary as well as a llanwar elves and a fungal infection to make some early defensive or ramp plays, hopefully elves wont die to shock or something equal annoying that early on, and after that its bascially just drop token producers and burn with bontu and slimefoot combos.
Honestly I'm not great at deck building, and I don't know how well this will do at my lgs since I don't really know the meta at the moment, but I think it will be fun at the very least, and at the very most I'll be able to make a surprising placement.
Looks really good...! At least it would if I could see it haha. I'm pretty sure you didn't format correctly. By the looks of it, you didn't separate your deck properly; try spacing all of the individual cards in their own line. Saprolings are definitely on my radar - they look pretty sweet! Good luck to you! Looking forward to the legible formatting!
Thanks for the tip, I've never used this system before and couldn't for the life of me figure out what I was doing wrong with the formatting since hte "guide" they have pinned dosen't specify spacing it like that, lol.
I can't give advice on everything (not that I would be qualified to do so ;)), but here are a few things.
Blinding Fog: Doesn't seem like what you want. It's a cool combat trick, but doesn't stop sweepers except for the red ones, and hexproof is really only relevant if you give it to a single creature for a lower mana cast - otherwise it is just too expensive IMO.
Fungal Infection: This card seems really good for your deck. I haven't playtested it, but I would consider going up to 4 copies. If not, put in some Fatal Pushes if you can afford them. Probably put some in even if you do go up copies of Infection.
Fungal Plots: I feel like you want more of this card. It's a good source of card advantage that doubles as stabilization against burn; one of your only ones for that matter.
Gaea's Blessing: Doesn't seem all that great. It cantrips itself, so I guess it's never dead, but it feels lackluster as grave hate anyway and you may end up shuffling away Offering targets.
Bontu the Glorified: Doesn't seem to synergize best with your deck. It's good, so I wouldn't cut it immediately, but after playtesting if it feels too slow or too hard to turn on, cut it.
I'll keep Bontu for now since his effect is pretty easy to get off, synergizes well with Slimefoot, and allows me to scry. (synergizes pretty well with fungal plots and he is pretty bulky for a 3 drop which is also nice).
I'll also move blinding fog to the side board and bring in haze of pollen in its place and I'll swap out the gaea's blessing for the third haze of pollon.
I completly forgot about fatal push x3
I could swap in 2 copies of fatel push in place of yawgmoth's vile offering and one vicious offering. I really don't know what I could take out for a third fungal plots though.
Also, if that is Verdant Force up there, I'd be hesitant about it. It was good back in its day, but the power creep has certainly got the better of it. I think its token producing effect is a little slow. Maybe it can be replaced by that third Fungal Plots? Or maybe just more Tendershoot Dryads (which is pretty much just straight better). I'm not sure if Sideorb is actually worth it, to be honest. It's really hyped up. I'm more of a Modern player myself, and it is definitely solid there, but Standard doesn't have any Tron lands. Maybe if Aetherflux Storm becomes a thing, but even then, the strength of Sphere comes from its versatility and ability to hit a wide range of decks (in Modern). In Standard, I'm not sure just hosing combo decks is worth it. Time will tell.
Consider also Torgaar, Famine Incarnate. Synergizes well with all of the sacrifice fodder, not particularly in the tribal vein, but still a decent sideboard option if your opponent isn't running Contempt or the like (which they may side out against a token deck and just leave in their smaller removal like Push, which doesn't hit Torgaar). Also pretty good against aggro decks to make sure they fizzle (by bringing your life back up to 10). All that attached to a 7/6 body? At least worth considering.
If you don't feel like you have enough card advantage, you can always try Arguel's Blood Fast.
I would definitely recommend playtesting this deck ASAP since you're treading into unknown territory. If you don't already have the cards, I would proxy them up. If you're on MTGO, try it there. Worst case, you can always play on Cockatrice or Untap.in or something.
a lot of people at my lgs like combo and control decks, at least that's what I see them play most of the time in commander, so Im anticipating a combination of red/blue, blue/black, and possibly blue/green and the few people that will be playing black/white or mono red. so I figure the orb is worth at least sidebording. the problem I have with tendershoot dryads is that it is a 2/2 for 5 and will likely die to a shock where as Verdant force is a bit slower, its also got a bigger body, which is why it 1 and 2 instead of just 3 dryads, though I will probably change that depending on how the deck play tests. I considered torgaar, but unfortanitly I don't really have anyway to abuse his effect other than to possibly late game 2 drop him, or even mid game if I get going good, but If this deck goes into the late game against agro I'm probably dead anyway even with the recovery, either that or they just pulled a crap ton of burn spells x3
I mean yeah knocking down an enemy to 10 life or boosting back up to 10 life is great, but there are better ways to use my hord of tokens...might side board a copy of him though (depends on play testing)
should probably mention that I just realised that verdant force gives me a token during my opponent's upkeep as well as my own so it's not as slow as I thought it was which is really a good thing.
I hear you on Tendershoot Dryad's frailty. It also makes tokens on each upkeep so don't forget that. If you're expecting a lot of combo, I would recommend Duress over Divest. Both have their uses - maybe go a split - but Duress hits the things combo generally has. Also good for picking out removal. I would perhaps even consider mainboarding some number of discard spells just to gain insight on the opponent's hand to know when it is safe to cast your Dryads and Verdant Force. Good luck at your LGS!
Too bad Metallic Mimic doesn't work with this tribe.
Why not ?
I hear you on Tendershoot Dryad's frailty.
I tested her a bunch, and she doesn't quite get there. Her buff is great when you can alpha strike the opponent, but I found Song of Freyalise to be just better for such a low mana cost. The top curve should be something that is really hard to deal with in the format. Vanquisher's Banner isn't too bad, but I wish something will be better. Torgaar is indeed an idea to test. Good old Vraska, Relic Seeker might be good enough.
Too bad Metallic Mimic doesn't work with this tribe.
Why not ?
Well, considering that Fungus/Saproling Tribal is Fungus/Saproling Tribal, I'd imagine that Mimic (and likely Vanquisher's Banner as well, not to mention that Banner is on the cast, so it would have to be Fungus, which seems lame) would be kind of pointless. If you set it to Saproling, you'll boost your tokens and that's about it. You'll miss the token producers of Fungus, Dryad, and Elemental, as well as a playset of Elves.
I do agree with @headminerve that Song of Freyalise looks really good for this deck. I liked that card the moment it was spoiled and it think it really does everything this deck needs. It ramps and anthems, and it's even pretty good late game where it gives your creatures convoke. Solid addition IMHO.
Are we all forgetting Deathbloom Thallid? Or is it just not worth it? It might be better than Yavimaya Sapherd because it has that extra point of power, along with anti-wrath protection. I don't know. It needs playtesting.
I tried dearhbloom thallied but it's just too slow. You cast it for a vanilla that can't do anything until it dies, and while there are plenty of options to sac it, it still only produces one token where as sapheard gives you an instant +1 to the field just for casting it as early as turn two, there is also the soothsayer and carnavor but there are just better sac outlets to use like fungal plots and bontu
Oh baby! I was just thinking of seeing if we had a thread for this deck and starting one if not.
I just got mine together last night and just the feel of the little bit of testing I did reminds me of my old UB Zombies from Scars/Inn that I loved so much. It just feels smooth to play.
This deck has some good lines you can do with it. You can go for the straight beatdown with tons of tokens and their bosses but there is a sac synergy we need to take advantage of as well. With Slimefoot, the Stowaway anytime one of our tokens or mushroom men dies we gain 1 life and they take 1 damage. There is a sac engine here mainly in Fungal Plots(which during this testing I didn't realize I only had 2 of in my deck I might be upping it to 3. Just need more testing) that has you sac 2 saprolings to gain 2 life and draw a card. So with Slimefoot out that's 4 life gained, 2 damage dealt and a card drawn. Great way to close a gap to finish them off if low.
Other sacs are Vicious Offering which becomes like a Dismember for us since we can gladly chop up a mushroom to kick it. Also works against gods as well. Plus my personal favorite, Torgaar, Famine Incarnate. a 7/6 you can get into play for BB and dicing up 3 shrooms that can drop them down to 10 health right then and there(if you choose to do so if they aren't below 10 already). Plus if you have Slimefoot out that's 3 life gained/damage dealt as well.
Karn, Scion of Urza I got lucky with my boxes and pulled 2 of and if you have him I would use him. A nice card draw-ish engine, you get 1 and one goes off to the side for a small bit. Thins the deck out a bit as well and allows you to plan when you want to -1 him to take a card back at an optimal time.
I still have a lot of testing and number tweaking to do. I kinda want to say I want a 3rd Fungal Plot just off the top of my head but need to figure out where to fit it in at. I am very excited for this deck and the potential it has, like I said earlier it really brings back memories of my last favorite deck.
Oh baby! I was just thinking of seeing if we had a thread for this deck and starting one if not.
I just got mine together last night and just the feel of the little bit of testing I did reminds me of my old UB Zombies from Scars/Inn that I loved so much. It just feels smooth to play.
This deck has some good lines you can do with it. You can go for the straight beatdown with tons of tokens and their bosses but there is a sac synergy we need to take advantage of as well. With Slimefoot, the Stowaway anytime one of our tokens or mushroom men dies we gain 1 life and they take 1 damage. There is a sac engine here mainly in Fungal Plots(which during this testing I didn't realize I only had 2 of in my deck I might be upping it to 3. Just need more testing) that has you sac 2 saprolings to gain 2 life and draw a card. So with Slimefoot out that's 4 life gained, 2 damage dealt and a card drawn. Great way to close a gap to finish them off if low.
Other sacs are Vicious Offering which becomes like a Dismember for us since we can gladly chop up a mushroom to kick it. Also works against gods as well. Plus my personal favorite, Torgaar, Famine Incarnate. a 7/6 you can get into play for BB and dicing up 3 shrooms that can drop them down to 10 health right then and there(if you choose to do so if they aren't below 10 already). Plus if you have Slimefoot out that's 3 life gained/damage dealt as well.
Karn, Scion of Urza I got lucky with my boxes and pulled 2 of and if you have him I would use him. A nice card draw-ish engine, you get 1 and one goes off to the side for a small bit. Thins the deck out a bit as well and allows you to plan when you want to -1 him to take a card back at an optimal time.
I still have a lot of testing and number tweaking to do. I kinda want to say I want a 3rd Fungal Plot just off the top of my head but need to figure out where to fit it in at. I am very excited for this deck and the potential it has, like I said earlier it really brings back memories of my last favorite deck.
Looks sweet. I'm not sure how great Karn is in this deck. Has it been contributing? Other than that, the list looks pretty good so far. No Fungal Infections or Tendershoot Dryads though?
Looks sweet. I'm not sure how great Karn is in this deck. Has it been contributing? Other than that, the list looks pretty good so far. No Fungal Infections or Tendershoot Dryads though?
Fungal Infection is something I am playing around with as a sideboard possibility. I just know from recent experience in pre-Dom standard I would rather have the other than them. BUT they could be handy if you needed the extra spells to save for the opponent's bigger guys and let them take out the little ones.
Tendershoot Dryad is something I am keeping in the back of my mind. I like the "each upkeep" ability and getting the blessing wouldn't be an issue for us at all. My think is the cost, 4G just feels too expensive for the deck. I think the highest costed card I am running is a kicked Saproling Migration and that is either late game or with a Song out on the field. I just have a gut feeling look at it that it just doesn't mesh well but could post Core or rotation.
Now as far as Karn. Scion of Urza he is not essential in the deck as of now. He has performed very well though in getting me extra cards to play around with. 2 cards taken off the deck with each +1. The opponent chooses but you if you wanted to could the next turn get the other card back right away. More often than now I let a couple turns of +1 happen so I have options to grab. If you don't get lucky to pull one he is replaceable, but the value he brings to the deck is very nice.
For instance one time he made an opponent choose between Slimefoot and Fungal Plots. I had a few saps on the field and they exiled Slimefoot. Dropped the plots, and decided to get Slimefoot the next turn. I swung in and they were at like 6, sac'd all my guys but slime to finish them off. Just an example but shows how he could help you get a smidge ahead.
I feel as though Fungal Infection's strength comes from being able to blow up the opposing Llanowar Elves or Earthshaker Khenra and still be able to keep a token, whether that be to 2 for 1 the opponent, chump block, OR sac to Plots, Torgaar, Famine Incarnate, or Offering. Furthermore, it gets a boost from Sporecrown Thallid (and Tendershoot Dryad if you have the City's Blessing) which makes it a decent attacker late-game. Its versatility and ability to not be a dead card even mid-game makes me like it better than Push. It doesn't have to be a four-of, but it is my personal opinion that running at least 3 should be a boon.
I feel as though Fungal Infection's strength comes from being able to blow up the opposing Llanowar Elves or Earthshaker Khenra and still be able to keep a token, whether that be to 2 for 1 the opponent, chump block, OR sac to Plots, Torgaar, Famine Incarnate, or Offering. Furthermore, it gets a boost from Sporecrown Thallid (and Tendershoot Dryad if you have the City's Blessing) which makes it a decent attacker late-game. Its versatility and ability to not be a dead card even mid-game makes me like it better than Push. It doesn't have to be a four-of, but it is my personal opinion that running at least 3 should be a boon.
You make some good points and also with Bomat could be nice to blow it up and get a token in response. Might test it in place of Push or a variation of. Still a little foggy how it doesn't get worse the later in the game you go so if you could give me your view.
BTW, not dismissing you or anything I just really want to make sure I see every angle I can with this.
You make some good points and also with Bomat could be nice to blow it up and get a token in response. Might test it in place of Push or a variation of. Still a little foggy how it doesn't get worse the later in the game you go so if you could give me your view.
BTW, not dismissing you or anything I just really want to make sure I see every angle I can with this.
Don't stress; you're cool. I too want to find the best proportions and cards to utilize.
As for how Fungal Infection doesn't get worse late-game - that isn't entirely true. It does get worse as the game goes on. From a relative perspective (relative to Push), though, it retains more of its value than Push does. Late-game, Push can do close to nothing, remaining a valuable card because of its impact in the early-to-mid game thanks to Revolt. Fungal Infection, on the other hand, can at least act as half an un-kicked Saproling Migration late-game. The token can stay relevant because of its interactions with Plots, Torgaar, Offering, Sporecrown Thallid, and Tendershoot Dryad. Obviously that doesn't mean it's amazing or anything - it's value certainly goes down the longer the game goes -, but I certainly feel some sort of superiority over Push.
Ok, did some more test runs with against my son's RG monsters and beginning to not feel the Saproling Migrations. 2 for 2 saps is not bad but at Sorcery speed and then to get 4 saps it's 6, thinking of replacing those 2 in my deck with a 4th Swarm and maybe a fungal infection or something else.
Also for the SB a couple cards of a fog type effect would be nice.
Ok, did some more test runs with against my son's RG monsters and beginning to not feel the Saproling Migrations. 2 for 2 saps is not bad but at Sorcery speed and then to get 4 saps it's 6, thinking of replacing those 2 in my deck with a 4th Swarm and maybe a fungal infection or something else.
Also for the SB a couple cards of a fog type effect would be nice.
Saproling Migration is essentially the green, Saproling version of Gather the Townsfolk, a card which sees a bit of play on Mono-W and BW token decks. Make two tokens for two mana at sorcery speed, and later in the game make a few more. Raise the Alarm is generally considered better though, so I could go either way on Migration. I don't know if Spore Swarm is better but I'd definitely consider more Fungal Infections.
Anti-wrath I already had the idea of the sac in Fungal Plots and also Heroic Intervention in the side. Just to buy a smidge of time against mass critters are out, similar to our own, is the only reason I was thinking of a Fog type effect in the side.
Yeah, gonna swap the 2 Migrations for 2 Infections and see how when we both get home tomorrow it works out a bit.
Did a bit of testing and decided that I'm not a fan of Tendershoot Dryad. Every time I get it online it just seems to die to a Shock. The mana investment doesn't seem worth it. On the other hand, I am pleasantly pleased with both Yavimaya Sapherd and Deathbloom Thallid, contrary to my initial impression. Both come with 1/1 bodies which makes them less prone to getting blown out by removal. Definitely solid additions.
Is anyone else having trouble using Fungal Plots effectively? Don't get me wrong, it's a great card, but I feel I'm almost always only using it for its sac effect rather than its token producing effect. The amount of creatures we get in the graveyard is slim to none in most cases, in my testing. If only Plots could sacrifice Fungus as well; then we would have a good way to cycle our Blooms and Sapherd for value. I would guess the appropriate amount of Plots is about 2. They aren't good in multiples, and its effect isn't so strong that I always want to have one. 3 felt a little too high, but someone can prove me wrong.
Here's my testing of the deck thus far. It's been a lot of fun thus far, especially with Slimefoot/Fungal Plots. Rites works well before and after Spore Swarm, even if it only hits half the time. A lot of times I just try to build up my army until I can push through or sac for damage. One of my first games I defeated a Turn 1 Authority of the Consuls through amassing forces then Torgaaring down from 38.
Vraska's quite good here too, I side her in for certain matches. Tend to side out 1 each of Torgaar, Tendershoot, Growing Rites and Song of Freyalise for sideboard cards. The core of the deck being make of a lot of dudes with lords and pseudo-lord/anthems is still fairly brutal, but helps if you can also grind with Plots.
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I'm trying to get back into standard, kind of since its made a bit of a come back at my lgs and this is my first attempt at a semi competitive deck for the format in a long time. I love green in magic, by far my favorite color choice for the game and while I typically run it as either mono or with red or white I decided to go in a different direction after seeing the saproling and fungus cards in Dominaria and paried it with black. I honestly don't know what to side board into this deck so I picked some cards that could be useful against certain decks or mechanics, or at least tried to.
4 llanowar elves
3 sporecrown thalliad
2 bontu the glorified
3 slimefoot, the stowaway
3 yavimaya sapheard
2 tendershoot dryad
1 verdant force
2 Deathcrown Thallid
enchantment
2 fungal plots
2 song of freyalise
3 fungal infection
3 vicious offering
1 spore swarm
2 vraska's contempt
2 blinding fog
sorcery
1 saproling migration
2 duress
land
9 forest
9 swamp
3 woodland cemetary
1 blooming marsh
1 sporecrown thalliad
1 slimefoot, the stowaway
1 shapers' sanctuary
2 saproling migration
3 haze of pollen
1 spore swarm
2 divest
2 broken bond
1 gaea's blessing
1 fungal infection
So idealy the opening hand has a swamp and a forest or a swamp and either a forest or a woodland cemetary as well as a llanwar elves and a fungal infection to make some early defensive or ramp plays, hopefully elves wont die to shock or something equal annoying that early on, and after that its bascially just drop token producers and burn with bontu and slimefoot combos.
Honestly I'm not great at deck building, and I don't know how well this will do at my lgs since I don't really know the meta at the moment, but I think it will be fun at the very least, and at the very most I'll be able to make a surprising placement.
edit: I adjusted the mana base to 10 forest and 8 swamp to make up the change in the mana base and because ideally the opening hand has 1 forest and 1 swamp or 1 swamp and 1 woodland cemetary, but the majority of the cards in the deck are green and as such I don't want to be mana screwed by drawing nothing but green cards with only black mana and vice versa. I also added duress, and made other adjustments mentioned in later posts.
**edit: +1 swamp, +1 blooming marshes, -1 forest, -1 woodland cemetary, moved 3 haze of pollen to side, +2 blinding fog to main, +1 fungal infection to side, +1 viscious offering to main, +2 deathbloom thallid to main, moved 1 saproling migration to side and +1 saproling migration to side.
Looks really good...! At least it would if I could see it haha. I'm pretty sure you didn't format correctly. By the looks of it, you didn't separate your deck properly; try spacing all of the individual cards in their own line. Saprolings are definitely on my radar - they look pretty sweet! Good luck to you! Looking forward to the legible formatting!
EDIT: There we go!!
The formatting problem has been fixed :3
Blinding Fog: Doesn't seem like what you want. It's a cool combat trick, but doesn't stop sweepers except for the red ones, and hexproof is really only relevant if you give it to a single creature for a lower mana cast - otherwise it is just too expensive IMO.
Fungal Infection: This card seems really good for your deck. I haven't playtested it, but I would consider going up to 4 copies. If not, put in some Fatal Pushes if you can afford them. Probably put some in even if you do go up copies of Infection.
Fungal Plots: I feel like you want more of this card. It's a good source of card advantage that doubles as stabilization against burn; one of your only ones for that matter.
Gaea's Blessing: Doesn't seem all that great. It cantrips itself, so I guess it's never dead, but it feels lackluster as grave hate anyway and you may end up shuffling away Offering targets.
Bontu the Glorified: Doesn't seem to synergize best with your deck. It's good, so I wouldn't cut it immediately, but after playtesting if it feels too slow or too hard to turn on, cut it.
It's Damping Sphere damn it! Not Dampening Sphere!
I'll keep Bontu for now since his effect is pretty easy to get off, synergizes well with Slimefoot, and allows me to scry. (synergizes pretty well with fungal plots and he is pretty bulky for a 3 drop which is also nice).
I'll also move blinding fog to the side board and bring in haze of pollen in its place and I'll swap out the gaea's blessing for the third haze of pollon.
I completly forgot about fatal push x3
I could swap in 2 copies of fatel push in place of yawgmoth's vile offering and one vicious offering. I really don't know what I could take out for a third fungal plots though.
Consider also Torgaar, Famine Incarnate. Synergizes well with all of the sacrifice fodder, not particularly in the tribal vein, but still a decent sideboard option if your opponent isn't running Contempt or the like (which they may side out against a token deck and just leave in their smaller removal like Push, which doesn't hit Torgaar). Also pretty good against aggro decks to make sure they fizzle (by bringing your life back up to 10). All that attached to a 7/6 body? At least worth considering.
If you don't feel like you have enough card advantage, you can always try Arguel's Blood Fast.
I would definitely recommend playtesting this deck ASAP since you're treading into unknown territory. If you don't already have the cards, I would proxy them up. If you're on MTGO, try it there. Worst case, you can always play on Cockatrice or Untap.in or something.
Too bad Metallic Mimic doesn't work with this tribe.
I mean yeah knocking down an enemy to 10 life or boosting back up to 10 life is great, but there are better ways to use my hord of tokens...might side board a copy of him though (depends on play testing)
should probably mention that I just realised that verdant force gives me a token during my opponent's upkeep as well as my own so it's not as slow as I thought it was which is really a good thing.
Why not ?
I tested her a bunch, and she doesn't quite get there. Her buff is great when you can alpha strike the opponent, but I found Song of Freyalise to be just better for such a low mana cost. The top curve should be something that is really hard to deal with in the format. Vanquisher's Banner isn't too bad, but I wish something will be better. Torgaar is indeed an idea to test. Good old Vraska, Relic Seeker might be good enough.
In your initial list, you want 4 Blooming Marsh and the 4th Saproling Migration for sure.
// 19 Creature
3 Slimefoot, the Stowaway
4 Sporecrown Thallid
4 Tendershoot Dryad
4 Llanowar Elves
4 Yavimaya Sapherd
4 Saproling Migration
// 15 Instant
3 Spore Swarm
4 Fungal Infection
4 Vicious Offering
4 Fatal Push
4 Blooming Marsh
4 Woodland Cemetery
5 Swamp
9 Forest
Here's the list I'm currently running.
Tendershoot Dryad is bonkers
Well, considering that Fungus/Saproling Tribal is Fungus/Saproling Tribal, I'd imagine that Mimic (and likely Vanquisher's Banner as well, not to mention that Banner is on the cast, so it would have to be Fungus, which seems lame) would be kind of pointless. If you set it to Saproling, you'll boost your tokens and that's about it. You'll miss the token producers of Fungus, Dryad, and Elemental, as well as a playset of Elves.
This looks like the best core list. Just run the cards that are centered around Fungus Tribal and go for it. The removal might be a bit to heavy though - I don't know. That may be too many Yavimaya Sapherds as well; the card feels kind of blah to me, but we don't have too many better options anyway. The manabase I'm sure will get experimented with a bit more; maybe Memorial to Unity and Memorial to Folly could be test subjects, in addition to Desert of the Indomitable and Desert of the Glorified. Maybe Field of Ruin or Arch of Orazca too depending on the meta? Looking at the list of lands legal in Standard, you could also consider Hashep Oasis, Ifnir Deadlands, Scavenger Grounds, and maybe Unclaimed Territory, although it would probably have a similar problem as Metallic Mimic. Oh, and I think you forgot Fungal Plots
Good cards could also be Journey to Eternity or Growing Rites of Itlimoc. Both Treasure Map and Arguel's Blood Fast are good post-board in grindy matchups. Sideboard perhaps? Duress (and to a lesser extent, Divest) is probably getting a bit pushed aside as well. Definitely include discard in the sideboard if not main along with Dispossess and Lost Legacy.
I do agree with @headminerve that Song of Freyalise looks really good for this deck. I liked that card the moment it was spoiled and it think it really does everything this deck needs. It ramps and anthems, and it's even pretty good late game where it gives your creatures convoke. Solid addition IMHO.
Also, don't forget Vraska's Contempt! Probably fit it in over some Offerings or Pushes
Are we all forgetting Deathbloom Thallid? Or is it just not worth it? It might be better than Yavimaya Sapherd because it has that extra point of power, along with anti-wrath protection. I don't know. It needs playtesting.
Happy building!
I just got mine together last night and just the feel of the little bit of testing I did reminds me of my old UB Zombies from Scars/Inn that I loved so much. It just feels smooth to play.
Creatures
4 Llanowar Elves
3 Yavimaya Sapherd
4 Sporecrown Thallid
3 Deathbloom Thallid
3 Slimefoot, the Stowaway
2 Torgaar, Famine Incarnate
2 Karn, Scion of Urza
Spells/Enchantments
3 Spore Swarm
3 Fatal Push
4 Vicious Offering
3 Song of Freyalise
2 Fungal Plots
2 Saproling Migration
9 Forest
5 Swamp
4 Woodland Cemetery
4 Blooming Marsh
This deck has some good lines you can do with it. You can go for the straight beatdown with tons of tokens and their bosses but there is a sac synergy we need to take advantage of as well. With Slimefoot, the Stowaway anytime one of our tokens or mushroom men dies we gain 1 life and they take 1 damage. There is a sac engine here mainly in Fungal Plots(which during this testing I didn't realize I only had 2 of in my deck I might be upping it to 3. Just need more testing) that has you sac 2 saprolings to gain 2 life and draw a card. So with Slimefoot out that's 4 life gained, 2 damage dealt and a card drawn. Great way to close a gap to finish them off if low.
Other sacs are Vicious Offering which becomes like a Dismember for us since we can gladly chop up a mushroom to kick it. Also works against gods as well. Plus my personal favorite, Torgaar, Famine Incarnate. a 7/6 you can get into play for BB and dicing up 3 shrooms that can drop them down to 10 health right then and there(if you choose to do so if they aren't below 10 already). Plus if you have Slimefoot out that's 3 life gained/damage dealt as well.
Karn, Scion of Urza I got lucky with my boxes and pulled 2 of and if you have him I would use him. A nice card draw-ish engine, you get 1 and one goes off to the side for a small bit. Thins the deck out a bit as well and allows you to plan when you want to -1 him to take a card back at an optimal time.
I still have a lot of testing and number tweaking to do. I kinda want to say I want a 3rd Fungal Plot just off the top of my head but need to figure out where to fit it in at. I am very excited for this deck and the potential it has, like I said earlier it really brings back memories of my last favorite deck.
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Looks sweet. I'm not sure how great Karn is in this deck. Has it been contributing? Other than that, the list looks pretty good so far. No Fungal Infections or Tendershoot Dryads though?
Fungal Infection is something I am playing around with as a sideboard possibility. I just know from recent experience in pre-Dom standard I would rather have the other than them. BUT they could be handy if you needed the extra spells to save for the opponent's bigger guys and let them take out the little ones.
Tendershoot Dryad is something I am keeping in the back of my mind. I like the "each upkeep" ability and getting the blessing wouldn't be an issue for us at all. My think is the cost, 4G just feels too expensive for the deck. I think the highest costed card I am running is a kicked Saproling Migration and that is either late game or with a Song out on the field. I just have a gut feeling look at it that it just doesn't mesh well but could post Core or rotation.
Now as far as Karn. Scion of Urza he is not essential in the deck as of now. He has performed very well though in getting me extra cards to play around with. 2 cards taken off the deck with each +1. The opponent chooses but you if you wanted to could the next turn get the other card back right away. More often than now I let a couple turns of +1 happen so I have options to grab. If you don't get lucky to pull one he is replaceable, but the value he brings to the deck is very nice.
For instance one time he made an opponent choose between Slimefoot and Fungal Plots. I had a few saps on the field and they exiled Slimefoot. Dropped the plots, and decided to get Slimefoot the next turn. I swung in and they were at like 6, sac'd all my guys but slime to finish them off. Just an example but shows how he could help you get a smidge ahead.
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You make some good points and also with Bomat could be nice to blow it up and get a token in response. Might test it in place of Push or a variation of. Still a little foggy how it doesn't get worse the later in the game you go so if you could give me your view.
BTW, not dismissing you or anything I just really want to make sure I see every angle I can with this.
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Don't stress; you're cool. I too want to find the best proportions and cards to utilize.
As for how Fungal Infection doesn't get worse late-game - that isn't entirely true. It does get worse as the game goes on. From a relative perspective (relative to Push), though, it retains more of its value than Push does. Late-game, Push can do close to nothing, remaining a valuable card because of its impact in the early-to-mid game thanks to Revolt. Fungal Infection, on the other hand, can at least act as half an un-kicked Saproling Migration late-game. The token can stay relevant because of its interactions with Plots, Torgaar, Offering, Sporecrown Thallid, and Tendershoot Dryad. Obviously that doesn't mean it's amazing or anything - it's value certainly goes down the longer the game goes -, but I certainly feel some sort of superiority over Push.
Also for the SB a couple cards of a fog type effect would be nice.
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Saproling Migration is essentially the green, Saproling version of Gather the Townsfolk, a card which sees a bit of play on Mono-W and BW token decks. Make two tokens for two mana at sorcery speed, and later in the game make a few more. Raise the Alarm is generally considered better though, so I could go either way on Migration. I don't know if Spore Swarm is better but I'd definitely consider more Fungal Infections.
You could take a page out of the OP's book and run Haze of Pollen, although if you're looking for anti-wrath protection I'd look to Fungal Plots and Deathbloom Thallid
Yeah, gonna swap the 2 Migrations for 2 Infections and see how when we both get home tomorrow it works out a bit.
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Is anyone else having trouble using Fungal Plots effectively? Don't get me wrong, it's a great card, but I feel I'm almost always only using it for its sac effect rather than its token producing effect. The amount of creatures we get in the graveyard is slim to none in most cases, in my testing. If only Plots could sacrifice Fungus as well; then we would have a good way to cycle our Blooms and Sapherd for value. I would guess the appropriate amount of Plots is about 2. They aren't good in multiples, and its effect isn't so strong that I always want to have one. 3 felt a little too high, but someone can prove me wrong.
Song of Freyalise and Torgaar, Famine Incarnate both felt a little too high for me. I would cut Freya down to 2 copies and Torgaar down to one. Torgaar is never good in doubles and the same goes for Freya.
BTW, 4 Fungal Infections has been so great for me. There is nothing better than blowing up that Bomat Courier AND that Fanatical Firebrand on the play. Vicious Offering has also proved to be really good against Mono-red for Glorybringer and Hazoret the Fervent especially.
Furthermore, I feel as though I've been needing a few more black sources. I feel like I'm skimping on the relevant removal mana too early in the game.
I shall post a list tomorrow. Right now? I'm off to Dreamland. Fungi while I slumber. Great.
4 Llanowar Elves
4 Yavimaya Sapherd
4 Sporecrown Thallid
3 Slimefoot, the Stowaway
4 Tendershoot Dryad
2 Torgaar, Famine Incarnate
4 Spore Swarm
2 Growing Rites of Itlimoc
2 Cast Down
3 Song of Freyalise
2 Fungal Plots
4 Saproling Migration
9 Forest
5 Swamp
4 Woodland Cemetery
4 Blooming Marsh
Here's my testing of the deck thus far. It's been a lot of fun thus far, especially with Slimefoot/Fungal Plots. Rites works well before and after Spore Swarm, even if it only hits half the time. A lot of times I just try to build up my army until I can push through or sac for damage. One of my first games I defeated a Turn 1 Authority of the Consuls through amassing forces then Torgaaring down from 38.
Vraska's quite good here too, I side her in for certain matches. Tend to side out 1 each of Torgaar, Tendershoot, Growing Rites and Song of Freyalise for sideboard cards. The core of the deck being make of a lot of dudes with lords and pseudo-lord/anthems is still fairly brutal, but helps if you can also grind with Plots.