I. Introduction
We are going to do something a little different this column. I was recently contacted by Silencer over on the EDH Forums, who noted that he was a fan of the series (thanks Silencer!) and that he had just played an epic game that he wanted to share. He sent me a copy of his decklist, video of the replay, his notes about the game and some images to look over. The game and deck were interesting enough that I decided to go ahead and write up a report. I know I said that I wanted to avoid writing about color combinations that I had already done, but rules are made to be broken!
II. The Deck: Overflowing with Mana
First, let's look at Silencer's general:

Once flipped, Sasaya has a very potent ability. If you manage to cast Sasaya on turn 4, then flip her on turn 5 while dropping a Forest each turn, that's 25 mana on turn 5! 36 mana on turn 6! That's some crazy mana production right there.
Flipping Sasaya requires some unusual deckbuilding and mulliganing measures though. In order to insure that you do get 7 lands in your hand, you basically need a lot of lands in your deck. If you are only packing 40 lands, that's not nearly enough. Also, since you want to make your mana by playing Forests, make sure that you don't go overboard with the non-basic lands. I've seen these types of decks with up to 70 lands. However, once flipped Sasaya becomes Sasaya's Essence, and the payoff is huge. You can start generating stupid amounts of mana real quick. Is the payoff worth it? I say yes. Let's take a look at the decklist:
It's strange to me to see such a short deck list. And only 35 non-land cards. Let's take a closer look at some of the cards:
Land Fillers
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Storm Cauldron, Abundance, Sprouting Vines, Journey of Discovery, Life from the Loam, Armillary Sphere, Fa'adiyah Seer, Hermit Druid, Krosan Tusker: So the thing about this deck is that you don't necessarily want to drop your lands directly in play. You want them in your hand to flip Sasaya. Each of these cards can put lands directly into your hand. The All-Star here is Life from the Loam. So many of your lands either cycle or sacrifice to find lands that there are usually a bunch of lands in your graveyard. LftL automatically grabs 3 new lands in your hand, getting you that much closer to 7 lands in hand. Storm Cauldron can easily get Sasaya to flip in the late game, and has the added ability to screw up control players. |
Cyclers
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Tranquil Thicket, Drifting Meadow, Polluted Mire, Remote Isle, Slippery Karst, Blasted Landscape, Smoldering Crater, Ancient Stirrings: Hold on to these lands until you flip Sasaya, then cycle them to find threats. Get them back again with LftL. Pretty simple stuff. You obviously don't really ever want to play them, as they won't help you out once Sasaya is flipped, and most of them pretty much tap for colorless in your deck. If you have Rings of Brighthearth out, each of these will draw you two cards instead of just one. Ancient Stirrings acts essentially the same as a cycler, so it goes here. |
Finishers
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Emrakul, the Aeons Torn, Ulamog, the Infinite Gyre, Kozilek, Butcher of Truth, Gelatinous Genesis, Wolfbriar Elemental, Darksteel Colossus, Sundering Titan, Goblin Cannon: Obviously these cards are how you win games. The Eldrazi are all huge and difficult to deal with. Gelatinous Genesis and Wolfbriar Elemental can spit out a metric ton of tokens. One thing Silencer found out was that the limit to the amount of wolf tokens you can create is 50. Goblin Cannon is a little used card that can take out at least one player. Just remember to maintain priority when you activate it the first time. |
Removal
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Ulamog, the Infinite Gyre, Break Asunder, Rending Vines, Sundering Titan: Not a whole lot of removal in the deck, but the removal either comes with a big body or the ability to cycle. Actually the deck plays more as an aggressive deck, meaning that it wants your opponents to deal with your threats, rather than the other way around. |
Draw & Smoothing
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Staff of Domination, Abundance, Sylvan Library, Teferi's Puzzle Box, Kozilek, Butcher of Truth, Magus of the library, Bazaar of Baghdad, Mikokoro, Center of the Sea: Not a whole lot of straight card draw here, but all of this stuff is useful. The Staff can fulfill a variety of functions with enough mana. Abundance and Sylvan Library combine to draw 3 cards a turn. Abundance also works well to make sure that you get enough lands to flip Sasaya, and if Sasaya is already flipped, will make sure that you draw some action instead. Teferi's Puzzle Box is an interesting choice. It can let you get rid of an all land hand for new cards, mess with control players, and is just plain fun. |
Defense
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Oblivion Stone, Constant Mists, Silklash Spider, The Tabernacle at Pendrell Vale: So sometimes you are going to need to play defensively. You can blow up the world with Oblivion Stone. You can fog a bunch with Constant Mists, and since you play with so much land you should be able to keep it up a while. Opposing flyers can sometimes be a problem, and Silklash Spider does a pretty good job against those. And Tabernacle handles creature rushes pretty well. The best part is, when one of your Eldrazi gets sent to the graveyard, you can reshuffle the cards that you've used back into your library and use them again! |
Special mention should go to Rings of Brighthearth, as it works with just about every permanent in your deck. You double your cycling, fetchlands, SDT, and more.
So the gameplan with a decklist like this is to cast Sasaya early and flip her as fast as possible. This requires aggressive mulligans. If you have more than 2 non-land cards in hand, they need to be able to get you more lands, or cycle into more lands, or at least be draw spells in some way so that you can flip your Commander. However, you obviously don't want to mulligan more than once, because it will be that much harder to get 7 lands in hand. This is the rare deck where you want to keep a 7 land hand. A good portion of the cards and lands can cycle, so after you flip Sasaya, you can start cycling and looking for threats. Obviously you want to play your Forests, and keep your cycling lands in hand so you can get rid of them once Sasaya is flipped. According to Silencer, you can flip Sasaya by turn 5 the majority of the time. Once flipped, you can start casting massive threats on turn 6, and sometimes on turn 5, such as Eldrazi or Wolfbriar Elemental for a ton of tokens.
In the late game, you can have over 50 mana at a time or more. With that much mana you can draw and cycle through a bunch of your deck to find your threats. Since you are playing Eldrazi, every time they get destroyed you can shuffle your graveyard into your library, then cycle through your deck again to find your threats. You are also able to rebuild quickly after Wrath effects
The deck seems pretty resilient. Due to the high amount of cyclers and ways to fill your hands with lands, you can flip Sasaya more than once if it gets destroyed. However, it's a little more complex than it looks. The mulliganing decisions aren't going to be what you are used to, as well as some of the other in game decisions. With a little practice, though, you can get the hang of it. A couple of cards aren't in the deck due to Silencer's card availability, including better fetchlands, Dark Depths, Strip Mine, Wasteland, the Snow land package, and Undiscovered Paradise.
As far as weaknesses, the deck does rely on Sasaya a lot. However, due to the amount of cycling and draw, many times it's possible to get Sasaya back if she has been tucked. In addition, because the deck can start spitting out massive threats as early as turn 5, you are going to be target number one, and the rest of the players are going to gang up on you. Obviously try and take out the control players first.
III. The Game: Fight!
This is actually a pretty epic game. It seemed like someone always had an answer, and ended with someone calling their shot. But I'm getting ahead of myself. Since I'm not the one that was playing, the terminology is going to be a little bit different, but the format will be the same. Let's take a look at the opponents:



This looks like a pretty controlling group. Everyone is playing blue. Merieke has the ability to steal your biggest threat, and if you only have one, Thrax can attack you and make you sacrifice. Momir can tutor up answers as needed. This should be interesting. Sasaya wins the roll. Here is his opening hand:







Sprouting Vines, Krosan Tusker, Hermit Druid, Rending Vines, 3 Forests
Not the best opener, but has the ability to get lands into hand. Sasaya keeps. For this game, S = Sasaya, Orochi Ascendant, T = Thraximundar, MrB = Merieke Ri Berit, and MV = Momir Vig, Simic Visionary. Since I didn't play this game, it's not going to have every detail, but you should definitely get the gist of things.
Round 1
Round 2
T: Swamp.
Round 3
S: Draw
Oblivion Stone, play Forest. S wasn't getting as many lands as he wanted, and was afraid that the game was going to be slow. Little does he know what's going to happen....
Round 4
S: Draw
Bazaar of Baghdad. Plays Forest, then Sasaya. leaving a Forest untapped so he can activate the Hermit.
T: Island.
Round 5
S: Dredges LftL, putting two Forests and
Polluted Mire into his graveyard. Casts LftL, targeting the same lands. Uses
Hermit Druid, revealing the Forest that he puts into hand. Attacks MrB with Sasaya (38). Reveals his hand because he now has 7 lands:
There weren't a lot of counterspells in this game, but the ones that did pop up got rid of huge threats.
MV: Plays Island. Casts
Indrik Stomphowler, targeting Sasaya’s Essence, a pretty good answer even though S didn't really have any threats in hand. Sad times. In response, S pops the
Oblivion Stone.
Round 6
Round 7
S: Draws
Abundance. Plays Forest, then Sasaya again. Probably not the best idea since T had enough mana to cast
Thraximundar. Casts LftL, targeting Tabernacle, Forest and
Tranquil Thicket.
T:
Mind Shatter rebounds for 0. Tries to cast
Thraximundar, but MV
Hinders him, putting Thrax on the bottom of his library. The second counter of the game answers a pretty threatening Commander.
Round 8
T: Nothing. MrB puts a counter on the Reef.

Very interesting.
S was planning on flipping Sasaya next turn, but that won't happen now. S's gameplan is now seriously hindered. S gets to draw two from
Oblation, and draws Forest and dredges LftL, putting
Island of Wak-Wak and two other cards in his graveyard.
Round 9
T: Nothing.
Round 10

Everyone's favorite Sphinx.
Round 11
Round 12
T: Casts
Sorin Markov. No answer for the planeswalker this time. Knocks MV down to (10) with Sorin.

Useful planeswalkers.
Round 13
which gets rid of
Oblivion Ring and brings back his Emrakul.
Sundering Titan dying also means that he takes out a Swamp and Mountain of T’s, an Island of MrB’s and an Forest of MV’s.
T: Plays Swamp, SDT.
MrB: Plays Plains,
Personal Tutor for
Innocent Blood and puts it on top of his library. Casts
Chromatic Star, sac’ing it to draw the
Innocent Blood, then plays it, making S sacrifice Emrakul and shuffling his graveyard into his library again. Once again the flying jellyfish is thwarted in its attempt at world domination.
Round 14

Gotta love some recursion in Red.
Round 15
Round 16
S: Digs with
Sylvan Library and draws
Oblivion Stone, which makes him pretty happy. Casts the Stone for the third(!) time, but it turns out not to be as important as he first thought. Plays
Armillary Sphere. T spins his Top.
MrB: Plains.
MV:
Oblivion Stone of his own. D'oh. Suddenly S's
Oblivion Stone doesn't seem quite as powerful. S puts a fate counter on
Sylvan Library with his Stone, seeing as how he can't really do as much with it now. Seeing the opportunity and being a person of great wisdom, MV puts a fate counter on his own Stone afterwards. T draws with SDT, probably thinking that MV was popping the Stone. Attacks T with
Triskelion (25). S sacs
Armillary Sphere for 2 Forests.
Round 17
T: Loses 1 life to
Phyrexian Arena (24). At the end of his turn, MrB puts
Magister Sphinx on top of his library with Academy Ruins. S sacs his
Oblivion Stone, and MV hits T with two
Triskelion counters (22) and S with one of them (29), then bounces
Triskelion with
Crystal Shard. MrB probably could have stolen the
Triskelion in response to make sure it died, but it's not a huge foul. S admits that he really wanted to sac the O-Stone after MrB's turn, but it was late and he made a mistake.
Round 18
who gets taken out. It's important to note that the first player to get taken out in this game lasted until the 18th round and after over 110 minutes of play. This is a pretty serious game.
Round 19

Old school. And can take out Emrakul.
Round 20
S: Pays Tabernacle upkeep for Tusker, which is a lot less useful now that
Royal Assassin is out there. Dredges LftL. Cycles
Blasted Landscape, drawing
Teferi's Puzzle Box, and casts it. This should help him start digging. Plays
Island of Wak-Wak, then casts LftL, getting 2 Forests and
Naya Panorama. At the end of his turn, has 16 cards in hand and 44 left in his library, meaning that he will see almost half of his library next turn. T sacs
Evolving Wilds for a Mountain, then casts
Memory Plunder targeting
Personal Tutor in MrB's graveyard, searching up
Demonfire, forgetting about
Teferi's Puzzle Box.
MrB: Pays upkeep for
Royal Assassin and draws 6 new cards. Casts
Ponder, chooses to shuffle. Makes S discard a Forest with Vess, who now has 8 counters. I don't think the creatures in the graveyards are really good enough for MrB to try and ultimate Liliana, but maybe I'm wrong. Casts
Ethersworn Adjudicator and equips it with
Lightning Greaves. Has enough untapped lands to use his ability when necessary, so now he can kill two creatures.

Another way to deal with Emrakul. Remember to come prepared.
Round 21
Plays Forest, casts Emrakul, getting an extra turn. However, MrB uses
Ethersworn Adjudicator to kill Emrakul, which shuffles back into his library. Afterwards everyone agrees that he should have waited until S's next turn, just in case S draws Emrakul again. So what do you think happens next?
Round 22
S: Draws 12 new cards, including Emrakul, which he again pulls due to the extended reach provided by
Sylvan Library.
Plays Forest, then Emrakul again. They all start wondering whether or not S will draw Ulamog to take out MrB's
Royal Assassin. Will he do it?!?
Round 23
Casts Oracle, revealing Forest. Plays two Forests, revealing Forest on top of his library. Then casts Ulamog, targeting
Royal Assassin, but MrB concedes. T is upset, because he says he was going to cast
Comet Storm and kill S during his upkeep, assuming that S was going to attack MrB with Emrakul. S casts
Hermit Druid. Attacks T with Emrakul, who sacs SDT,
Darksteel Ingot,
Drowned Catacomb,
Jwar Isle Refuge and
Vivid Marsh. T drops to (11).
T: Before drawing 7 new cards, prays for
Demonfire and a land, since he has 5 lands and S is at (5). This is his only way to win the game. And he manages to draw the two cards he needs for the win!
IV. Conclusion
Silencer told me that shortly after this game, he made a couple of changes to the deck. He took out Goblin Cannon and three Forests for Eternal Witness, Deserted Temple, Diamond Valley and Horizon Canopy. Witness gives some recursion and is one of the creatures he typically searches for with Tooth and Nail. Deserted Temple helps with additional mana generation and tutoring with Eye of Ugin, and also provides an infinite mana combo with Rings of Brighthearth, a flipped Sasaya and 4 Forests. Horizon Canopy is another cycler, and Diamond Valley helps against theft and preventing Sasaya being tucked.
There are a couple more cards that may be worth including, depending on how you want to run it. Planar Portal is a good way to tutor up threats andanswers, and another answer card to consider is Terastodon. Other large threats for the insect enthusiasts out there include Killer Bees and Unyaro Bees. Athough they probably aren't as good as the Eldrazi, you can make them ridiculously huge. Seek the Horizon and Gaea's Bounty are additional cards that can help you get to 7 in hand. Weird Harvest has the possibility of tutoring your threats from your deck, and Mind's Eye can be additional card draw.
So there you go. A good mono-green deck that seems like it can definitely hold it's own against control decks, and has the possibility of pushing out huge threats as early as turn 5. There is a good amount of clicking going on when you are cycling through stuff and using LftL, but it's worth it. Hope you guys enjoyed this look at an interesting deck.
Leviathan, aka Tarasco on MTGO
5 Comments
You said you would show us a good land commander deck and you did. Impressive. It is upsetting to see so many Eldrazi in Multiplayer (though quite predictable). I thought perhaps the rumors exaggerated.
Every deck I get inspired by turns out different from the original deck (which is good). So I have made some different card choices. One of them is that I have found that Horn of Greed is quite good. I find it benefits me more than my opponents because I use Exploration and Explore as well as Azusa and Oracle of Mul Day. I also use Vernal Bloom as backup in case my General is "tucked" or otherwise indisposed. I have mixed feelings using Crucible of Worlds because it always gets destroyed before I get any true value out of it. I loved your article and I can't wait for the next installment.
Hello and thanks for your kind feedback :]
I made this deck some while ago and I've already changed several things. As Leviathan noted in the conclusion, I added Eternal Witness and it's been a great choice. Additionally, I added Panglacial Wurm, because casting it from library is never a problem. I'm also testing Chameleon Colossus, Mindslaver and cantriping Relic of Progenitus, which are doing very good. I can also say that Avarice Totem is bad and Frontier Guide intended to make a little combo with Staff is actually very weak, too. You can also use Lifespark Spellbomb for infinite combo with Staff, but I eventually resigned from it. It has a cheap cantrip, but such win is too easy.
Thanks again for writing the article, Leviathan. Keep up the good work and be sure that I will read all your future articles as well.
Some advice about Mind Slaver. My experience with it in multiplayer is that people will let you use it once without quitting but if it looks even a little recursive you can kiss that game goodbye. Be wary of that interaction with Eternal Witness. Chameleon Colossus is of course great but it does die to all kinds of weird hate (Endemic plague and Extinction for instance, so be aware that its pro black hide isn't invulnerable.)
Thanks again to silencer for all the info and great game replay. It was pretty awesome. Glad you guys enjoyed it.